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S.T.A.L.K.E.R. E6

PLAYER’S PDA

WELCOME TO THE ZONE, STALKER

ENJOY YOUR STAY

D20 S.T.A.L.K.E.R. E6 VERSION 0.8.9

By Hellfire, made for /tg/ and everybody else.

D20 E6 STALKER is an unofficial supplement for the D20 modern system, aiming to bring players and game masters alike the opportunity to easily dive into the grim world of the S.T.A.L.K.E.R series. You can read the basics in the D20 Modern System Reference Document.

It is also based on the E6 level progression by Ryan Stoughton. If you like, you can read more

about the E6 system for DnD 3.5, see the reasoning behind it and how it works. During the creation of this supplement resources from the D20 modern SRD (permitted by the Open Game license), The S.T.A.L.K.E.R Wiki and the Savage Worlds STALKER conversion by Oscar Rekclas were used. I have also given credit for any illustrations used, if I was able to find the authors.

The Basic idea behind the E6 leveling system What levels mean in E6: Levels 1 to 6 are a period when a character comes into his own, and a crash course in action and danger transforms them from 1st-level rookies to veteran adventurers (or corpses). Once transformed by their experiences, a character’s growth is no longer a continuous, linear progression. Instead, they specialize or broaden their abilities: There are still major differences between the master stalkers and the veteran mercenaries, but it's not a change of scale. This change in progression, which we see frequently in fantasy literature, is modeled through the acquisition of feats after gaining a set amount of experience by the characters. Rules: Character progression from level 1 to level 6 is as per d20. Upon attaining 6th level, for each 5000 experience a character gains, they earn a new feat. A diverse selection of feats should be made available in any E6 campaign, however, feats with unattainable prerequisites under this system remain unattainable. For the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, it becomes more and more difficult to bring all a character’s feats to bear in a given situation; although they continue to gain feats, 6th level characters with more than 20 feats can continue to be treated as if they were level 10 for experience and challenge purposes.

ORIGINS OF THE ZONE On April 26 1986, disaster struck the Chernobyl Nuclear Power Plant and the surrounding area, Reactor #4 suffered a critical meltdown and subsequent explosion. Huge quantities of radiation leaked from the smoking remains of the plant, poisoning the surrounding area and forcing the evacuation of thousands of civilians from the surrounding area, most notably the city of Pripyat. The Ukranian government declared a 30km ‘Zone of Exclusion’ around the plant, encompassing the towns, villages and countryside these people had called home for generations. Locals came to refer to this impassable border as simply “The Zone”.

For years the Zone sat seemingly silent, untouched by man as nature slowly regained control. Concrete cracked and steel rusted as nature took its course in wiping any evidence of humanity’s influence from the countryside. Herds of deer and wild boar stalked the once busy streets and factories of Pripyat. Packs of wild dogs roamed the villages and countryside in search of food. Locals began slipping past the Cordon to hunt the wildlife, for food and sport. Some, never returned, their fate a mystery to the rest of the world.

Rumors and stories began to spread from those who returned from the Exclusion Zone, reports of strange creatures, twisted by the consequences of the accident became commonplace. In 2006, two decades after the meltdown, disaster seemed to strike again. A bright light burst forth into the early morning sky from the old reactor, and speculation of a second explosion began. The Military patrolling the cordon stepped up their protection, shooting on sight rather than detaining anyone they caught slipping into or out of the Zone, more determined than ever to prevent access to the area. Human nature prevailed, however.

Curiosity and Greed led to the phenomenon of the ‘Stalker’ - part explorer, part treasure hunter, part mercenary. These brave and foolhardy individuals risked their lives sneaking past the cordon into the Zone to salvage and hunt. What they found was beyond comprehension, miraculous wonders and terrifying horrors in equal measure. From the

Zone came stories of “Artifacts”, strange objects salvaged from the Zone with seemingly miraculous properties.

These artifacts were highly sought after and fetched huge sums of money on the black market. However, the risks involved in retrieving artifacts were huge - feral mutant creatures roamed the landscape, devouring unwitting Stalkers. Strange areas that did not seem to apply the laws of physics the Stalkers termed “Anomalies” claimed the lives of the unwary. Greed amongst fellow stalkers cost many their lives and loot.

Stalker’s began to band together, at first into small groups, and then into entire factions who warred with each other over control of the Zone. Illicit dealings with businessmen who padded the pockets of the corruptible Military Police allowed a stalker to trade his artifacts for money, food or weapons within the Zone.

With a steady supply of artifacts leaving the Zone and the dangers of slipping past the now fortified Cordon, Stalkers who lived outside the zone and had occasional excursions into it became less common. It was far more profitable to live within the Zone and sell the artifacts to the brokers and traders who ran the risks of shipping them out. For many, the perils of the Zone became their life, the Zone, their home. For most, who had nothing to return to back in the real world it was an easy choice to stay.

An exempt from a publication By Dr. Recklas It is 2008-2012, mankind has made

several technological breakthroughs due to the research done on artifacts brought from the Zone, and scientists are making frequent expeditions into the area. The Military and Government still refuses to acknowledge the benefits of the Zone, and the Cordon is still in effect. But more and more people are discarding their mundane lives and seeking their fortune in the Exclusion Zone.

People like you.

CHAPTER 1: CHARACTER GENERATION

The D20 Stalker features a point-buy allocation system with multiple difficulties that dictate how many points a character has to spend, how much starting gear he gets to buy and how many actions points he gets to spend during gameplay. First the Game master and his players must decide how difficult the game will be. Choose one of the following: Novice, Stalker, Veteran or Master. Then after choosing a difficulty you can describe your character’s outlook and personality, choose your class, and distribute the points. After that chose your class skills, talents and feats, fill out the character sheet available at the end of this book, select your starting equipment, and you’re ready to enter the Zone.

DIFFICULTY At the beginning of the game the Game Master should decide which of the 4 difficulties is used or let the players vote. They dictate how much ability score points the players get to allocate, how many action points they get to spend per day, how much money they get to buy gear with at character generation and how much the legend of the Zone changes.

NOVICE Point Buy: 37 Points; Action Points per Day: 2 +1 per Level; Starting money: 8000 RU; The center of the Zone shall grant a single wish to those who reach it.

STALKER

Point Buy: 33 Points; Action Points per Day: 2 +1/2 per Level;

Starting money: 6000 RU; The heart of the Zone shall give

two wishes to the brave.

VETERAN Point Buy: 29 Points; Action Points per Day: 1 +1/2 per Level; Starting money: 4000 RU; The heart of the Zone shall grant three wishes to the worthy.

MASTER Point Buy: 26 Points;

Action Points per Day: 1 +1/3 per Level; Starting money: 2000 RU;

The generosity of the Zone shall know no bounds for its children.

S.T.A.L.K.E.R BY DARRIANMH

STALKER BY SKYWHITEFOX

MUTANT BY LILBREAKDANCER

STALKER BY SHINOBI344

POINT BUY SYSTEM

The initial ability scores for a character are purchased from an ability score pool, depending on the difficulty. Each ability score starts at 8 for free, and then you must spend a number of points equal to the ability score's current ability modifier (minimum of 1) to advance one ability score point. No ability score may be increased above 18 using this method. If you want to allocate ability scores faster you can use this online calculator to help you.

Table: Purchasing Ability Scores Ability Score

Purchase Cost

Cumulative Cost

8 0 0

9 +1 1 10 +1 2

11 +1 3

12 +1 4

13 +1 5

14 +1 6

15 +2 8

16 +2 10

17 +3 13

18 +3 16

CLASSES

THE FAST STALKER

Usually ex-military, police, criminals or overall tough guys, these stalkers know how to fight and survive. Quick wits and even quicker reflexes are the key to enduring anything the Zone can throw at them. They are rarely concerned with the fascinating scientific implications or the grand scheme of things, but you wouldn’t want to get on their bad side or the wrong side of the barrel. Once they got your back, no mutant or mastermind will be able to catch you off guard. HD: d10 Class Skills: 6 physical and 5 mental Skill Points: 5 + INT Modifier per level (4x at 1st) Talents: The Fast stalker may choose 2 physical talent trees to spend talent points in. All Stalkers start with the simple Weapon, Personal firearms, and Light Armor Proficiencies.

Rank BAB Fort Ref Wil Special* Defense

Rookie +1 +2 +0 +0 Talent 2

Novice +2 +3 +0 +0 Bonus Feat 3

Experienced +3 +3 +1 +1 Talent 3

Veteran +4 +4 +1 +1 Bonus Feat 3

Expert +5 +4 +1 +1 Talent 4

Master +6/+1 +5 +2 +2 Bonus Feat 4

“Stalker“, By C-Dane

“We can make it through this”, by mrozna

THE DEDICATED STALKER

These are the normal or professional people from different wakes of life that have many different talents, usually jacks of all trades but masters of none. They have a broad range of skills, can hold their own in a fight and have some aptitude for the softer sciences and people skills. Although they lack the robustness and combat experience of their fast counterparts and the pure focus on the intellectual side of their smart colleagues, if the situation can’t be resolved with bullets or mathematics they will probably have the answer. HD: d8 Class Skills: 4 physical and 7 mental Skill Points: 7 + INT Modifier per level (4x at 1st) Talents: The Dedicated stalker may choose 1 physical and mental talent trees to spend talent points in. All Stalkers start with the simple Weapon, Personal firearms, and Light Armor Proficiencies.

Rank BAB Fort Ref Wil Special* Defense

Rookie +0 +1 +1 +1 Talent 1

Novice +1 +2 +2 +2 Bonus Feat 2

Experienced +2 +2 +2 +2 Talent 2

Veteran +3 +2 +2 +2 Bonus Feat 3

Expert +3 +3 +3 +3 Talent 3

Master +4 +3 +3 +3 Bonus Feat 3

THE SMART STALKER

These are the Ecologists, other scientists, failed university graduates, their teachers or even the guys fixing up your gear in the bar. All of them share a common thirst for knowledge and remarkable capacity to understand the hard sciences. Eager to discover the secrets sealed away in the zone, they will go to great lengths to reveal how things actually work and derive as much benefits for Humanity (and themselves of course) as possible. Their major drawbacks are that they are lovers, not fighters and usually need the help of the more Zone-savvy types in order to conduct their research. They also sometimes have trouble dealing with the more deceitful characters that the Zone is full of. If you ever want to know what the hell is going on, Einstein’s theory of Relativity, or simply what an artifact does, just ask the nearest person with glasses and/or a bright orange suit. But be prepared to learn more than you asked for. HD: d6 Class Skills: 3 physical and 12 mental skills: Skill Points: 10 + INT Modifier per level (4x at 1st) Talents: The Smart stalker may choose 2 mental talent trees to spend talent points in.

“SEVA”, by Tink29

Rank BAB Fort Ref Will Special* Defence

Rookie +0 +0 +0 +2 Talent 0

Novice +1 +0 +0 +3 Talent; Bonus Feat 1

Experienced +1 +1 +1 +3 Talent 1

Veteran +2 +1 +1 +4 Talent; Bonus Feat 1

Expert +2 +1 +1 +4 Talent 2

Master +3 +2 +2 +5 Talent; Bonus Feat 2

*Note: Base Feat progression for all characters is every 2 levels instead of every 3 and Base Stat progression is 1 point every 3 levels instead of 4.

ACTION POINTS

Action points provide characters with the means to affect gameplay in significant ways. A character always has a limited amount of action points, and while the character replenishes this supply every day, the character must use them wisely. A character can spend 1 action point to do one of these things: Improve Roll: Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw. ( A character can declare the use of 1 action point to alter a d20 roll after the roll is made-but only before the GM reveals the result of that roll (whether the attack or check or saving throw succeeded or failed). A character can't use an action point on a skill check or ability check when he or she is taking 10 or taking 20) Use a talent during your turn for which the expenditure of 1 action point is required. Extra Action: You can spend an action point on your turn to gain an additional standard or move action this turn. Stabilization: You can spend an action point on your turn to automatically stabilize yourself if unconscious. Use Feat: You can spend an action point on your turn to use a feat that you don’t have for a turn, but only if you meet all the requirements for its use. All Stalkers start the game with 3 single time use Action points in addition to the ones that regenerate every day (Depending on the difficulty). If a character spends a point to use a class feature, he or she can't spend another one in the same round to improve a die roll, and vice versa. If the hero has reached character level 6 and has the Lucky feat, he or she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls. If the Character has the Heroic Surge feat, he can use them both at the same round, but not for an extra action.

SKILLS TALENTS AND BACKGROUNDS There are the skills that are available to the player during the game and the attributes that they correspond to: Str: Climb, Jump,; Dex: Balance, Escape Artist, Hide, Move Silently, Sleight of Hand, Tumble; Con- --- Int:- Craft Mechanical; Demolition; Disable Device; Forgery; Investigate; Knowledge: (The zone; Technology; Sciences; Business) Navigate; Repair; Search; Wis: Gamble, Listen; Sense Motive; Spot; Survival; Treat Injury; Cha: Diplomacy; Disguise; Gather Information; Intimidate; Perform (Guitar/Harmonica/Singing);

Starting Backgrounds: During character generation you may pick one of the three available backgrounds for your character. These can be adjusted at the GM’s discretion, but should stay relatively equal in benefits. Military/Police/Thug: Add Medium armor proficiency to your character’s starting feats. The Stalker has been a part of a Military, Police force, criminal group or any other organization that requires him to have learned how to fight and survive. Scientific/Political: Unless you pick this background your character can’t pick knowledge: The zone at character creation as a class skill. The stalker has been a part of an institute or another academic community, held a low-ranking political office or otherwise been a part of an organization that requires him to be in contact with highly scientific or classified civil information. Business/Normal: You get to spend extra 4000 RU at character creation. The Stalker has been involved in a minor business or is simply an ordinary person that had some funds on the side. Nobody cared who you were until you put on the gas mask. And they still don’t.

Physical Talent trees Increased Speed 1/2/3 Talent Tree

The Stalker can increase his or her natural base speed by 5/10/15 feet.

Defensive Talent Tree The stalker knows multiple defensive combat maneuvers. Handy when your ass is on the line.

Evasion If the Stalker is exposed to any effect that normally allows a Stalker to attempt a Reflex saving throw for half damage, the Stalker suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light, medium armor or no armor.

Uncanny Dodge The Stalker retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)

Defensive Roll The Stalker can roll with a potentially lethal attack to take less damage from it. When the Stalker would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Stalker can attempt to roll with the damage. A Stalker spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Stalker must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent. Since this effect would not normally allow a Stalker to make a Reflex save for half damage, the Stalker’s evasion talent doesn’t apply to the defensive roll. Prerequisites: Evasion or uncanny dodge.

Damage Reduction Talent Tree The Stalker has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms. Luck be my lady tonight.

Damage Reduction 1/2/3 The Stalker gains physical damage reduction for 1/2/3 point(s) of damage from slashing, piercing, bludgeoning and ballistic damage.

Energy Resistance Talent Tree The Stalker is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.

Fire Resistance The Stalker ignores fire damage equal to his or her Constitution modifier (minimum 1).

Electricity Resistance The Stalker ignores electricity damage equal to his or her Constitution modifier (minimum 1).

Acid Resistance

The Stalker ignores acid damage equal to his or her Constitution modifier (minimum 1)

Unbreakable Talent Tree All those workouts have paid off. The Stalker is particularly resilient thanks to the following talents.

Remain Conscious The Stalker gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Stalker’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.

Robust The Stalker becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains. Second Wind: The Stalker can spend 1 action point to gain a second wind. When the Stalker does this, he replenishes his health by a number of hit points equal to twice his Constitution modifier. This talent does not increase the Stalker’s hit points beyond the full normal total.

Stamina The Stalker recovers twice as fast as normal. So, the hero recovers 2 hit points per Stalker level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious. Prerequisites: Robust/Remain Conscious

Mental Talent trees Strategy Talent Tree

Plan Prior to an encounter the Stalker can develop a plan of action to handle the situation. Using this talent requires preparation; a Stalker can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.

Check Result Bonus

7 or lower +0 (Failed)

8-12 +1

13-19 +2

20 or higher +3

This bonus can be applied to all skill checks and attack rolls made by the Stalker and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that

time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.

Trick The Stalker has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 60 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 9), adding his or her level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Stalker’s class level + Stalker’s INT bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.

Exploit Weakness After 1 round of combat, the Stalker can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Stalker uses a move action and makes an Intelligence check (DC 13) with a bonus equal to his or her level. If the check succeeds, for the rest of the combat the Stalker uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style. Prerequisites: Plan or Trick

Abuse Weakness If the Smart hero’s attack roll threatens a critical hit against the current target of his exploit weakness talent, he can spend 1 action point to automatically confirm the threat and score a critical hit. Prerequisites: Exploit weakness

Intuition The Stalker has an innate ability to sense trouble in the air. The Stalker can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the Character’s level+1.

Healing Talent Tree The Stalker has a talent for healing. Just rub some dirt on it.

Healing Touch 1 The Stalker is experienced in the healing arts. He receives a +1 bonus on all Treat Injury skill checks and the ability to restore damage with a medical kit or perform surgery.

Healing Touch 2 The Stalker is more experienced in the healing arts. He receives a further +1 bonus on all Treat Injury skill checks and the ability to restore damage with a medical kit or perform surgery. Prerequisites: Healing Touch 1

Healing Knack The Stalker’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 and 2 for a total of +4 hit points. Prerequisites: Healing touch 1 and 2

Insightful Talent Tree The Stalker’s innate insightfulness serves him well.

Aware The Stalker is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.

Faith The Stalker has a great deal of faith. It might be faith in self, The Zone, or in both. This unswerving belief allows the Stalker to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.

Cool Under Pressure The Stalker selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Stalker can take 10 even when distracted or under duress. Prerequisites: Either Faith or Aware

Leadership Talent Tree The Stalker has a talent for leadership and inspiration.

Coordinate The Stalker has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 9), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to his or her level.

Inspiration The Stalker can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Stalker for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 9). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Stalker can’t inspire him or herself. The hero can inspire a number of allies equal to his or her level. Prerequisites: Coordinate; Experienced

Greater Inspiration The Stalker can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Stalker for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 9). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. A Stalker can’t inspire him or herself. The hero can inspire a number of allies equal to his or her level. Prerequisites: Coordinate, Inspiration, Expert

Skill Feats Acrobatic: +2 to Jump; Tumble; Alertness: +2 to Listen; Spot. Athletic: +2 to Climb; Balance; Attentive: +2 to Investigate, Sense Motive. Confident: +2 to Gamble, Intimidate, on level checks to resist intimidation. Deceptive: +2 to Bluff, Disguise. Educated: +2 to Two knowledge’s. Gearhead: +2 to Craft Mechanical, Repair. Guide: +2 to Navigate, Survival. Meticulous: +2 to Forgery, Search Nimble: +2 to Escape Artist, Sleight of Hand. Stealthy: +2 to Hide, Move Silently Surgery: (Prereq: Treat Injury 4 ranks) The Stalker can use the Treat Injury skill to perform surgery without penalty. Stalkers without this feat take a –4 penalty on Treat Injury checks made to perform surgery. Also gives +2 to treat injury checks (but not to healed damage) Trustworthy: +2 to Diplomacy, Gather Information.

Combat Feats Personal Firearms Proficiency

The Stalker can fire any personal firearm without a –4 penalty.

Advanced Firearms Proficiency The Stalker can fire any heavy weapon without a –4 penalty and any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting). Also when using a firearm on autofire, the Stalker also has the option to affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line).Normal: Stalkers without this feat take a –4 penalty on attack rolls made with personal firearms set on autofire. Autofire normally affects a 10-foot-by-10-foot area. Prerequisites: Personal Firearms Proficiency

Blind-Fight

In melee and ranged combat, every time the Stalker misses because of concealment, the Stalker can reroll the miss chance roll one time to see if the Stalker actually hits. The Stalker takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the Stalker’s speed to three-quarters

Burst Fire When using an automatic firearm with at least five bullets loaded, the Stalker may fire a short burst as a single attack against a single target. The Stalker receives a –4 penalty on the attack roll, but deal +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it. Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a Stalker attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted. Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it. Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency

Brawl When making a melee attack, the Stalker receives a +1 competence bonus on attack rolls, and the Stalker deals damage equal to 1d6 + his or her Strength modifier with a knife and 1d4 non-lethal damage + his or her Strength modifier while unarmed.

Brawl (Improved) When making an unarmed attack, the Stalker receives a +2 competence bonus on his or her attack roll, and the Stalker deals damage equal to 1d8 + his or her Strength modifier with a knife and 1d6 non-lethal damage + his Strength modifier while unarmed. Prerequisites: Brawl, base attack bonus +3

Far Shot Firearm range increment increases by one-half (multiply by 1.5). Thrown weapon range increment is doubled.

Dead Aim Before making a ranged attack, the character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. He can also take aim with a scope as a move action instead of an attack action. If the character takes aim with an assault scope, he can do that as a free action. Prerequisites: Wisdom 13, Far Shot

Knockout When making the Stalker’s first attack against a flat-footed opponent, the stalker can use an action point to turn a successful ranged attack as a critical hit. The stalker must be under the effect of Dead Aim to use this feat. Prerequisites: Dead aim; Base attack bonus +3

Frightful Presence Benefit: When the Stalker uses this feat, all opponents within 60 feet who have fewer levels than the Stalker must make a Will saving throw (DC 10 + ½ the Stalker’s level + the Stalker’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the Stalker’s Charisma modifier. The Stalker can use the feat once per round as a free action. A successful save indicates that the opponent is immune to the Stalker’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower. Prerequisites: Charisma 15, Intimidate 9 ranks

Two-Weapon Fighting: The Stalker’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off-hand. Prerequisites: Dexterity 13

Two-Weapon Fighting (Improved) The Stalker gets a second attack with his or her offhand weapon, albeit at a –5 penalty. Also, this feat allows the Stalker to use a melee weapon in one hand and a ranged weapon in the other. Prerequisites: Base attack bonus +6, Dexterity 15, Two-Weapon Fighting

Point Blank Shot The Stalker gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

Precise Shot The Stalker can shoot or throw ranged weapons at an opponent engaged in melee without penalty. Normal: A Stalker takes a –4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat. Prerequisites: Point Blank Shot

Double Tap When using a semiautomatic firearm with at least two bullets loaded, the Stalker may fire two bullets as a single attack against a single target. The Stalker receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it. Prerequisites: Dexterity 13, Point Blank Shot

Quick Draw The Stalker can draw a weapon as a free action. A Stalker with this feat may throw weapons at his or her full normal rate of attacks. Normal: A Stalker can draw a weapon as a move action. If a Stalker has a base attack bonus of +1 or higher, the Stalker can draw a weapon as a free action when moving. Prerequisites: Base attack bonus +1

Quick Reload Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal

magazine, is a move action. Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action. Prerequisites: Base attack bonus +1

Shot on the Run When using an attack action with a ranged weapon, the Stalker can move both before and after the attack, provided that the Stalker’s total distance moved is not greater than his or her speed. Prerequisites: Dexterity 13, Mobility

Weapon Focus The Stalker gains a +1 bonus on all attack rolls he makes using one of the following weapon class. Pistol/Sniper/Shotgun/Rifle/Knife. Prerequisites: Base attack bonus +1

Defensive Feats Armor Proficiency Light/Medium/Heavy

When a Stalker wears a type of armor with which he or she is proficient, the Stalker gets to add the armor’s proficient bonus to his or her Defense and benefits from the armor’s damage resistances. Also, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks. Normal: A Stalker who wears armor with which he or she is not proficient benefits only from the armor’s damage resistances. Also, he or she suffers its armor check penalty on attack rolls and on all skill checks that involve moving.

Great Fortitude The Stalker gets a +2 bonus on all Fortitude saving throws.

Iron Will The Stalker gets a +2 bonus on all Will saving throws

Endurance The Stalker gains a +4 bonus on the following checks and saves: Constitution checks to continue running, Constitution checks to hold the Stalker’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. Also, the Stalker may sleep in medium or light armor without becoming fatigued. Normal: A Stalker without this feat who sleeps in armor is automatically fatigued the following day.

Heroic Surge The Stalker may take an extra move action or attack action in a round, either before or after the Stalker’s regular actions. The Stalker may use Heroic Surge a number of times per day depending on his or her Stalker level (as shown below), but never more than once per round. Stalker Level 1st-3rd- 1/day; 4th-6th; 2/day

Lightning Reflexes The Stalker gets a +2 bonus on all Reflex saving throws.

Mobility The Stalker gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the Stalker moves out of a threatened square or Over-watch fire. Prerequisites: Dexterity 13

Run When running, the Stalker moves a maximum of five times his or her normal speed instead of four times. If the Stalker is in heavy armor, the Stalker can move four times his or her speed rather than three times. If the Stalker makes a long jump, the Stalker gains a +2 competence bonus on his or her Jump check.

Track To find tracks or follow them for one mile requires a Survival check. The Stalker must make another Survival check every time the tracks become difficult to follow. The Stalker moves at half his or her normal speed (or at the Stalker’s normal speed with a –5 penalty on the check, or at up to twice the Stalker’s speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions.

Master Feats Master feats represent the Character progression after the 6-th level and can only be selected after the Stalker has attained Master level.

Thrifty Mechanic [Master] You are adept at working as fast as possible when repairing equipment. When fixing equipment armor is repaired 50% faster. Weapons that have the Complex property are treated as if they were normal, and normal weapons are treated as if they had the Simple property. Prerequisites: Intelligence 13, Repair 9 ranks.

Improved Precise Shot [Master] Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. Prerequisites: Dex 15, Point Blank Shot, Precise Shot, base attack bonus +6.

Two-Weapon Defense [Master] When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 dodge bonus to your AC. See the Two-Weapon Fighting special attack. When you are fighting defensively or using the total defense action, this dodge bonus increases to +2.

Prerequisites: Two-Weapon Fighting; Improved Two-weapon Fighting, Dex15

Weapon Specialization [Master] Choose one category of weapons for which you have already selected the Weapon Focus feat. You can also choose unarmed strike and knife as your weapon for purposes of this feat. You gain a +2 bonus on all damage rolls you make using the selected weapon. Prerequisites: Weapon Focus with selected weapon category, Stalker Master Level, Base attack bonus +4.

Improved Critical [Master] When using one of the weapon categories you selected (Pistols, Shotguns, Rifles, Snipers and Melee) your threat range is increased to 19-20. This stacks with the long barrel upgrade, increasing the threat range to 18-20. Prerequisite: Base attack bonus +4, Stalker Master Level

Lucky: [Master] Benefit: When using an action point to throw a d6, throw 2d6 instead and disregard the lower roll. Prerequisite: Stalker Master Level

Ability Advancement [Master] Your training pays off, and one of your Abilities increases. Choose one Ability. You gain a permanent +2 bonus to it Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability. Prerequisite: Stalker Master Level

Carrying Capacity

A heavy load counts as medium or heavy armor for the

purpose of abilities or skills that are restricted by armor.

Carrying a light load does not encumber a character.

Strength Score

Light Load Heavy Load

8 (10) 50 lb. or less

50-75 lb.

9 (12) 60 lb. or less

61-90 lb.

10 (14) 70 lb. or less

71-110 lb.

11 (16) 80 lb. or less

81-115 lb.

12 (18) 90 lb. or less

91-130 lb.

13 (20)100 lb. or less

101-150 lb.

14 (24)120 lb. or less

121-175 lb.

15 (28)140 lb. or less

141-200 lb.

16 (32)160 lb. or less

161-230 lb.

17 (36)180 lb. or less

181-260 lb.

18 (40)200 lb. or less

201-300 lb.

Load Max Dex

Check Penalty

Speed Run

(20 ft.) (30 ft.) (40 ft.)

Heavy +1 -4 15 ft. 20 ft. 30ft X3

CHAPTER 2: EQUIPMENT

ARMOR Stalker 20 uses an expanded Damage reduction system that falls under 3 categories: Physical DR (PDR) reduces damage from ballistic, slashing, piercing and bludgeoning physical damage, such as gunshot wounds and melee damage. Elemental DR (EDR) reduces damage from energy damage that include acid, cold, electric, fire, and toxic sources Radiation resistance: (RR) works by reducing the radiation sickness a Stalker will suffer after entering a radioactive area on table: Radiation exposure by one degree for any level of Radiation Resistance provided by armor or artefacts.

Armors that have any level of radiation resistance also have included gas masks. If the stalker takes the gas mask off, he loses 1 level of RR until he puts it back on. Armors with closed breathing cycles have a full helmet instead, and by removing it the stalker loses 1 level or RR and the benefits of the closed breathing cycle. Any Radiation resistance provided by armor protects only against environment radiation, not active artefacts. Once a suit with a closed breathing cycle gets in a damaged state or worse, the character loses the benefit of the cycle until the suit is repaired back to undamaged status. Table 2-1 Armored suits

Armor AC Resistance Max

Dex ACP

Weight (Lb.)

Speed (Ft.)

Price(Ru) Repair Price/ 1 Durability PDR EDR RR

Light Armor

Leather Jacket 1 1 1 - 8 0 5 30 2000 50 Ru

Mercenary Suit 1 2 1 1Lvl 6 -1 10 30 4500 75 Ru

Ecologist Suit 1 0 10 4Lvl 7 -2 10 30 10000 200 Ru

Medium Armor

Sunrise Suit 2 2 3 2Lvl 5 -3 10 25 9000 110 Ru

Berili M5 Armor 2 3 2 2Lvl 4 -3 15 25 20000 160 Ru

Duty/Freedom Suit 2 4 3 2Lvl 4 -4 15 25 30000 250 Ru

SSP-99m 'Guardian' Suit 2 3 5 3Lvl 3 -4 15 25 40000 400 Ru

Heavy armor

Seva Suit 3 4 6 3Lvl 2 -5 20 25 50000 350 Ru

Skat 9M 3 5 5 2Lvl 1 -6 25 20 65000 400 Ru

Exoskeleton 3 6 4 2Lvl 0 -7 30 20 80000 450 Ru

Table 2-2: Armor upgrades

Upgrade NPC craft Price RU

Tier0/1 Tier2 Tier3 Tier4

Light Armor 1000 2000 3000 4000

Medium Armor 2000 3000 4000 5000

Heavy Armor 3000 4000 5000 6000

Upgrade Mech. Parts used

Tier0/1 Tier2 Tier3 Tier4

Light Armor 2 4 6 8

Medium Armor 4 6 8 10

Heavy Armor 6 8 10 12

The time required for an upgrade is 1 hour per every 1000 Ru price listed on table 2-2: Armor upgrades. The upgrades are separated to 5 tiers: Tiers 0/1/2 require a normal toolkit in order to be crafted. Tier 3 requires advanced toolkit. Tier 4 requires advanced toolkit and (Arbitrary plot device schematic: Medium and Heavy Armor) Repairing armor requires 30 minutes per every 1-10 Durability repaired. The cost of the repairs by an NPC is Armor Price in Ru per Durability point. Durability The cost in parts to repair armor is 50% of that.

Armor Upgrades

Artefact Container: The armor has an extra artefact container. The stalker can carry 1 additional active artefact to what his constitution permits. Armored plates: The armor is fitted with extra ballistic plates for increased physical protection at the cost of more restricted movement (+1 Damage Reduction; +1 Armor Check Penalty) Elemental protection: The armor is reinforced with special fabrics and treated with fire resistant mixtures. (+2 Elemental Resistance) Radiation protection: The armor protects better from radiation (+1 lvl Rad protection) Night Vision (I/II): Extra Flashlights: The armor is fitted with big shoulder mounted flashlights, casting 60 feet clear light and 120 feet dim light. Custom fitting: The armor’s check penalty is reduced by 2 Lighter armor: The armor’s weight is reduced by 5lb Healing: The armor gains healing 1/hour Segmented protection: Thinner sheets of armor are layered to increase the armor's durability (+1DR for the purpose of armor degradation) Ceramic body armor: A ceramic outer layer can deflect armor piercing bullets that impact at an angle and cause them to crumble into fine dust. (-1 to Bullet AP) Powered Armor: The armor has powered servos assisting the user’s movement. It weighs half when put on, but due to design flaws the wearer is unable to run. Camouflage: (Urban/ Nature): Grants +2 to hide in Urban or nature areas. Power Fist: You are considered to be armed with a knife even when unarmed —that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed and gain any benefits from brawl feats you have. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you if you have an empty hand. Also your melee attacks gain armor penetration 1. Servomotor boosters: Allows running and charging while wearing the exoskeleton. Powered Combat: The wearer gets a +4 STR bonus provided by the exoskeleton that can be applied to melee attacks, damage, and opposed grapple checks.

Bright colors: This suit is not fitted for combat, for it is a bright orange color. It grants an additional -2 to hide. *Gets negated by camouflage

Armor Durability and Upgrades Each armor suit has a set amount of durability. Half of the Physical and elemental Damage rounded down that isn’t negated by DR also damages the durability of the armor. Each armor has three states: Undamaged, Damaged and Ruined. Each time the durability of the armor falls under a certain threshold described in the durability table of each suit, it offers less and less protection. If a suit falls to 0 durability it is completely destroyed and cannot be repaired anymore. Protection granted from any upgrades does not diminish with durability. Leather Jacket: Common grab of a novice stalker. It won’t save you from bullets or anomalies, but it’s still better than nothing.

Durabil: Ruin Dmg Undmg

HP: 1-10 11-19 20-40

AC: 0 1 1

DR: 1 1 1

Elem; 0 0 1

Upgrade Tiers: 1: Armored Plates (+1) / Elemental Protection (+2) 2: Ceramic Body Armor / Segmented protection Mercenary suit: Stalker suit from the Merc faction. Its design is based on the suit used by the special forces of the Western armies. Due to a special treatment of the fabric, the armor has a strengthened stability during the physical movement of its plates.

Durabil: Ruin Dmg Undmg

HP: 1-15 16-29 30-60

AC: 0 1 1

DR: 1 1 2

Elem; 0 1 1

Rad; 0 0 1

Specifics: Camouflage (Urban). Upgrade Tiers: 1: Lighter armor / Night Vision 2: Armored plates (+1) / Radiation protection 3: Ceramic body armor / Artefact Container SSP-99 Ecologist Suit: A SSP-99 chemical protection suit specially designed for the Zone conditions. It is used by scientific expeditions and the eco-stalkers

who cooperate with them. It has an integrated air-filtering and air-conditioning system. It is heat and electricity resistant, provides good protection from radiation and biological anomalies. It is resistant to chemically aggressive environments. It is not designed for combat, so it provides neither bullet,

nor splinter protection.

Durabil: Ruin Dmg Undmg

HP: 1-12 13-24 25-50

AC: 0 0 1

DR: 0 0 0

Elem; 4 7 10

Rad; 1 2 4

Specifics: Closed breathing cycle; Bright Colors; Upgrade Tiers: 0: Night Vision / Extra flashlights 1: Elemental Protection (+2) / Camouflage* 2: Armored Plates (+1) / Custom fitting 3: Ceramic body armor / Artefact Container Sunrise Suit (Stalker Suit) This DIY stalker bodysuit is a combination of a bodysuit of twin-layered rubberized cloth with plexiglass lining and built-in body armor. Despite the fact that the body armor is incapable of protecting the wearer from even pistol bullets, the suit enjoys great popularity due to its low cost and modification potential. Comes with built-in artifact containers. The suit possesses an internal artefact storage slot, which enables a stalker to benefit from 1 extra active artefact.

Durabil: Ruin Dmg Undmg

HP: 1-19 20-39 40-80

AC: 0 1 2

DR: 1 1 2

Elem; 1 2 3

Rad; 0 1 2

Specifics: Artefact Container. Upgrade Tiers: 0: Camouflage / Night Vision I 1: Segmented Protection / Artefact Container 2: Armored plates (+1) / Custom fitting 3: Ceramic body armor / Radiation protection 4: Elemental Protection (+2) / Healing Berill-5M Armored Suit: This item comprises military PS5 series body armor with beryllium sputter modified for use in the Zone. Designed for assault operations in highly radioactive areas, it is ineffective in areas of high anomalous activity. The

suit makes its way to stalkers through the military, who exchange it for loot. Does not come with an artifact container.

Durabil: Ruin Dmg Undmg

HP: 1-29 30-59 60-120

AC: 0 1 2

DR: 1 2 3

Elem; 1 1 2

Rad; 0 1 2

Upgrade Tiers: 0: Extra flashlights / Night Vision I 1: Armored plates (+1) / Lighter armor 2 Ceramic body armor / Custom fitting 3: Armored plates (+1) / Artefact Container 4: Radiation protection / Healing SSP-99m 'Guardian' Suit: This suit is a high quality modified SSP-99 suit. It includes kevlar inserts, as it was designed for guards working with scientific expeditions. This suit also includes a closed-cycle breathing module and first generation night-vision.

Durabil: Ruin Dmg Undmg

HP: 1-24 25-49 50-100

AC: 0 1 2

DR: 1 2 3

Elem; 1 3 6

Rad; 1 2 3

Specifics: Night Vision 1, Closed breathing cycle. Upgrade Tiers: 0: Camouflage / Night Vision II 1: Segmented Protection / Artefact Container 2: Armored plates (+1) / Custom fitting 3: Ceramic body armor / Radiation protection 4: Elemental Protection (+2) / Lighter armor Wind of Freedom suit: This lightweight stalker bodysuit is made by Freedom craftsmen. The suit's fabric is treated with Horizon, a special solution developed by the faction by trial and error to increase resistance to anomalies. Like the Sunrise suit, the Wind of Freedom comes with built-in body armor and artifact containers.

Durabil: Ruin Dmg Undmg

HP: 1-29 30-59 60-120

AC: 0 1 2

DR: 1 2 4

Elem; 1 2 3

Rad; 0 1 2

Specifics: Camouflage (Nature); Artefact Container. Upgrade Tiers: 0: Extra flashlights / Night Vision I 1: Armored plates (+1) / Lighter armor 2: Elemental Protection (+2) / Radiation protection 3: Custom Fitting / Segmented Protection 4: Artefact Container / Night Vision II PSZ-9d Duty Armor: Produced by one of Kiev's defence research institutes and commissioned by the Duty faction. It is as simple and reliable as the standard PSZ-9 model, but due to the new materials, it provides good protection from various harmful impacts, including firearm damage. The vest still needs some work because it has no breathing protection system. Durabil: Ruin Dmg Undmg

HP: 1-29 30-59 60-120

AC: 0 1 2

DR: 2 3 4

Elem; 1 2 3

Rad; 0 1 2 Specifics: Artefact Container, Camouflage (Nature). Upgrade Tiers: 0: Extra flashlights / Night Vision I 1: Armored plates (+1) / Lighter armor 2: Ceramic body armor / Artefact Container 3: Armored plates (+1) / Radiation protection 4: Segmented Protection / Night Vision II (I) Seva Suit: This suit, produced by one of Kiev's Research Institutes, provides a great alternative to other homemade stalker suits. It is a fine combination of an armored bodysuit, a closed-cycle respiratory module and an anomaly field suppression system. That, plus well-chosen materials, makes this suit a fine choice, with the price being the only drawback. Durabil: Ruin Dmg Undmg

HP: 1-34 35-69 70-140

AC: 1 2 3

DR: 1 2 4

Elem; 2 4 6

Rad; 1 2 3 Specifics: Closed breathing cycle; Night Vision 1. Upgrade Tiers: 0: Camouflage / Night Vision II 1: Ceramic body armor (+1) / Rad. protection 2: Armored plates (+1) / Lighter Armor

3: Armored plates (+1) / Custom fitting 4: Ceramic body armor (+1) / Artefact Container Skat-9M Military Armored Suit: This Skat-9M bulletproof military suit is designed for assault operations in areas of anomalous activity. It includes a PSZ-12p heavy military bulletproof suit, an integrated compensation suit and a Sphere-12M helmet. It provides perfect protection from bullets and splinters and it doesn’'t decrease the soldier’s mobility. It has a balanced system of anomaly protection. Durabil: Ruin Dmg Undmg

HP: 1-39 40-79 80-160

AC: 1 2 3

DR: 3 4 5

Elem; 3 4 5

Rad; 0 1 2 Specifics: Night Vision 2; Extra flashlights. Upgrade Tiers: 0: Camouflage / Lighter armor 1: Ceramic armor (+1) / Artefact Container 2: Armored plates (+1) / Custom Fitting 3: Radiation protection/ Segmented Protection 4: Ceramic Armor (+1) / Closed breathing cycle Exoskeleton: An experimental sample of a military exoskeleton. Was never mass-produced due to extraordinary cost and some design flaws. Despite this, it is in demand due to its ability to take on the weight of all carried equipment, and therefore small batches are made in underground facilities outside Ukraine. Comes with a built-in artifact container.

Ruin Dmg Undmg

Durability: 1-44 45-89 90-180

AC: 1 2 3

DR: 2 4 6

Elem; 2 3 4

Rad; 0 1 2

Specifics: Artefact Container; Night Vision 1; Extra flashlights; Powered Armor: Upgrade Tiers: 0: Camouflage / Night Vision 2 1: Custom fitting / Servomotor boosters 2: Segmented protection / Powered Fist 3: Armored Plates / Rad. protection 4: Ceramic body armor / Powered Combat

RANGED WEAPONS Ranged weapons fall into three general groups:

handguns, longarms, and other ranged weapons

such as the RPG. When using a ranged weapon, the

wielder applies his or her Dexterity modifier to the

attack roll.

Handguns and longarms are personal firearms. A

personal firearm is any firearm designed to be

carried and used by a single person.

Ranged Weapons Table

Ranged weapons are described by a number of

statistics, as shown on Table: Ranged Weapons.

Damage: The damage the weapon deals on a

successful hit.

Critical: The threat range for a critical hit. If the

threat is confirmed, a weapon deals double

damage on a critical hit (roll damage twice, as if

hitting the target two times).

Damage Type: Ranged weapon damage is

classified according to type: ballistic (all firearms),

energy (of a specific type), piercing (some simple

ranged weapons), or slashing (a whip). Some

creatures or characters may be resistant or

immune to some forms of damage.

Range Increment: Any attack at less than this

distance is not penalized for range. However, each

full range increment causes a cumulative –2

penalty on the attack roll. Ranged weapons have a

maximum range of ten range increments, except

for thrown weapons, which have a maximum range

of five range increments.

Rate of Fire: Some ranged weapons have a rate of

fire of 1, which simply means they can be employed

once per round and then must be reloaded or

replaced. Firearms, which operate through many

different forms of internal mechanisms, have

varying rates of fire. The three possible rates of fire

for handguns, longarms, and heavy weapons are

single shot, semiautomatic, and automatic.

Single Shot (S): A weapon with the single shot rate

of fire requires the user to manually operate the

action (the mechanism that feeds and cocks the

weapon) between each shot. Pump shotguns and

bolt-action rifles are examples of firearms with

single shot rates of fire. A weapon with the single

shot rate of fire can fire only one shot per attack,

even if the user has a feat or other ability that

normally allow more than one shot per attack.

Semi-Automatic (Sa): Most firearms have the

semiautomatic rate of fire. These firearms feed and

cock themselves with each shot. A semi-automatic

weapon fires two shots per attack. Firing a single

shot with a semi-automatic weapon results in

lowering the damage dice of the attack to one type

lower (Ex: If a single shot is fired from a pistol the

damage is 2d4 instead of 2d6).

Automatic (A): Automatic weapons fire a burst or

stream of shots with a single squeeze of the trigger.

Their normal attack consists of a burst of 5 rounds.

Firing any less shots would result in lowering the

damage dice of the attack to one type lower (Ex:

From 2d8 to 2d6). Only weapons with the

automatic rate of fire can be set on auto fire or be

used with feats that take advantage of automatic

fire.

Magazine: The weapon’s magazine capacity and

type are given in this column. The amount of

ammunition a weapon carries, and hence how

many shots it can fire before needing to be

reloaded, is determined by its magazine capacity.

How the firearm is reloaded depends upon its

magazine type. The number in this entry is the

magazine’s capacity in shots; the word that follows

the number indicates the magazine type: box, or

internal.

Box: A box magazine is any type of magazine that

can be removed and reloaded separately from the

weapon.

Internal: Some weapons keep their ammunition in

an internal space, which must be loaded by hand.

This is the case with most shotguns, as well as some

rifles.

Size: The relationship between a weapon’s size and

that of its wielder defines whether it can be used

one-handed, if it requires two hands, and if it’s a

light weapon.

A Medium-size or smaller weapon can be used one-

handed or two-handed. A Large weapon requires

two hands. A Huge weapon requires two hands and

a bipod or other mount. A Small or smaller weapon

is considered a light weapon. It can be used one-

handed and, as a light weapon, is easier to use in

your off hand.

Weight: This column gives the weapon’s weight

when fully loaded.

Reloading: Reloading a firearm with an already

filled box magazine is a move action. Reloading a

weapon with an internal magazine is a full-round

action.

Refilling a box magazine: As a full round action you

can refill 20 bullets in a single magazine.

Table 2-2 Weapons

Weapon Damage/Crit

Caliber Dmg. Type

Range Incr.

Rate of fire

Mag. Size Wgt. Price in Ru

Handguns (requires the Personal Firearms Proficiency feat)

Makarov PM (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 8 box Small 5lb 600

Fora-12 (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 12 box Med 5lb 900

Martha (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 16 box Med 5lb 1300

SIP-t M200 (Autoloader) 2d6/20 .45 Ballistic 40ft. Sa 8 box Med 5lb 1900

UDP Compact (Autoloader) 2d6/20 .45 Ballistic 40ft Sa 10 box Med 5lb 2200

Longarms (requires the Personal Firearms Proficiency feat)

Sawn off Shotgun (Shotgun) 2d8/20 Shell Ballistic 20ft. S 2 Int Med 5lb 300

Chaser 13 (Shotgun) 2d8/20 Shell Ballistic 30ft. S 7 Int Large 10lb 3800

SPSA 14 (Shotgun) 2d8/20 Shell Ballistic 40ft. S 5 Int Large 10lb 8000

Viper 5 (Assault rifle) 2d6/20 9mm Ballistic 50ft. A,Sa 30 Box Large 10lb 5000

AKM 74/2U (Assault rifle) 2d8/20 5.45×39 Ballistic 60ft. A,Sa 30 Box Large 10lb 5000

AKM 74/2 (Assault rifle) 2d8/20 5.45×39 Ballistic 70ft. A,Sa 30 Box Large 10lb 6500

Obokan (AC96/2) (Assault rifle) 2d8/20 5.45×39 Ballistic 70ft A,Sa 30 Box Large 10lb 10000

IL 86 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. A,Sa 30 Box Large 10lb 8000

TRs 301 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. A,Sa 30 Box Large 10lb 10000

SGI 5K (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. A,Sa 30 Box Large 10lb 13000

GP37 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. A,Sa 30 Box Large 10lb 15000

Groza (S14) (Assault rifle) 2d8/20 9x39mm Ballistic 60ft. A,Sa 20 Box Large 15lb 16000

SA Avalanche (Assault rifle) 2d8/20 9x39mm Ballistic 60ft. A,Sa 20 Box Large 10lb 14000

Vintar BC (Sniper rifle) 2d10/20 9x39mm Ballistic 70ft. A,Sa 10 Box Large 10lb 19000

SVD mk-2 (Sniper rifle) 2d12/20 7.62x54 Ballistic 120ft. Sa 10 Box Huge 20lb 24000

SVDU mk-2 (Sniper rifle) 2d12/20 7.62x54 Ballistic 100ft. Sa 10 Box Large 15lb 26000

Exotic weapons (Requires the Advanced Firearms Proficiency)

Available in the GM guide

Available in the GM guide

Handguns

A handgun is a personal firearm that can be used

one-handed without penalty. This includes all

pistols. All handguns require the Personal Firearms

Proficiency feat. Using a handgun without this feat

imposes a –4 penalty on attack rolls.

Autoloaders (sometimes called “automatics”)

feature removable box magazines, and some models

hold quite a lot of ammunition. They work by using

the energy of a shot fired to throw back a slide, eject

the shot’s shell casing, and scoop the next round

into the chamber.

Makarov PM: This Soviet legacy is the most common

pistol in the Zone and is one of the best compact

self-defense handguns available. It is small, highly

reliable, easy to use and maintain in working order.

It also suffers from several drawbacks, including its

short range, low firing

accuracy and poor stopping

power, while also losing out

to modern pistols in its

class in terms of weight and

magazine size.

Specifics: Simple; Concealable:

Attachments: None before modifications.

Upgrades:

Tier1: Silencer mount /Extended Magazine (12)

Tier2: Long Barrel / Autofire

Tier3: Accurate / Protective Coating

Fora-12: A Ukrainian-made pistol predominantly

used by law enforcement organizations. Provides

higher accuracy, better ergonomics and has a larger

magazine than the PM. These pistols make it into the

Zone in large numbers thanks to the sale of defective

weapons, which suffer from technical

miscalculations in early

design models. Despite

this, the pistol is in

demand among stalkers

thanks to its good

combat characteristics.

Attachments: Silencer.

Upgrades:

Tier1: Polymer frame / Extended Magazine (16)

Tier2: Long Barrel / Protective coating

Tier3: Accurate / Autofire

Martha: Martha pistols enjoy the reputation of a

relatively reliable, albeit somewhat cumbersome

weapon, around the

world. In service with

armed forces and

police across the

ocean, as well as

various military and

law enforcement organizations worldwide. Marthas

found in the Zone are usually dated, probably from

retired stock.

Attachments: Silencer.

Specifics: Unreliable.

Upgrades:

Tier1: Polymer frame / Extended Magazine (20)

Tier2: Accurate / Autofire

Tier3: Protective Coating / Long Barrel

SIP-t M200: The only remaining mass produced

model of a globally renowned pistol, this weapon

has earned a reputation for its excellent ergonomics

and accuracy, and while its magazine is relatively

small, it benefits from powerful ammo and a

mechanism that functions like a Swiss watch. Some

believe the SIP-t M200 to be the best mass produced

.45ACP caliber handgun there is

and it has certainly got a

following among experienced

stalkers and mercenaries.

Attachments: Silencer.

Upgrades:

Tier1: Polymer frame / Extended Magazine (12)

Tier2: Protective coating / Long Barrel

Tier3: Accurate / Autofire

UDP Compact: Impeccable reliability and durability

combined with excellent accuracy are the main

noteworthy features of this weapon. Its minor

drawbacks include its considerable size, relatively

high center of gravity and massive bolt, which make

it difficult to conceal but do not

outweigh the weapon's positive

features. The weapon is especially

popular with the Zone's veterans.

Specifics: Prot. Coating, Complex,

Attachments: None before modifications.

Upgrades:

Tier1: Silencer / Extended Magazine (14)

Tier2: Accurate / Autofire

Tier3: Long Barrel / Polymer Frame

Longarms

Longarms are personal firearms that require two

hands to be fired without penalty. This group

includes hunting and sniping rifles, assault rifles,

shotguns, and most submachine guns.

The basic longarm is the rifle, a group that includes

both hunting rifles and sniper rifles. Most rifles are

autoloaders, and they function internally in a

manner very similar to autoloader pistols. Some

models are operated manually, however, with the

user having to work a bolt or lever between each

shot. Assault rifles are rifles designed for military use

and feature automatic as well as semiautomatic fire.

Shotguns are large-bore weapons that primarily fire

shells full of small projectiles. They tend to be

powerful, but only at short range. Reduce shotgun

damage by 2 points instead of AB for every range

increment of the attack. If a shotgun is using slugs,

reduce the damage and AB by 1 for every range

increment of the attack.

Submachine guns are relatively compact longarms

that generally fire pistol ammunition. They can fire

on automatic. All longarms are covered by the

Personal Firearms Proficiency feat.

Longarms with the exception of shotguns are not

well suited to close combat. A character takes a –4

penalty on the attack roll when firing at an adjacent

target, unless the weapon has the Compact

property. If a character has the Advanced Firearms

Proficiency feat, he does not provoke attacks of

opportunity while firing a shotgun.

Sawn off Shotgun:

A sawed-off hunting

shotgun with two

side-by-side barrels, making it lighter and more

compact than a full shotgun. One of the most

popular weapons among bandits due to its

combination of ease of concealment and extreme

effectiveness in close combat.

Specifics: Double Tap; Attachments: None

Upgrades:

Tier1: Protective coating / Better Ergonomics

Tier2: Longer Barrel / Large/Small Choke

Chaser 13

A Western

smoothbore

shotgun that is extremely popular around the world

thanks to its amazing reliability and faster reloading

speed. Particularly valued for its functionality by the

Zone's hunters. All of its parts are coated with an

anti- corrosion compound.

Attachments: None.

Upgrades:

Tier1: Large/Small Choke / Alloy Frame.

Tier2: Protective coating / Box Magazine (8)

Tier3: Long Barrel /Accurate

SPSA 14

This special

purpose

smoothbore automatic shotgun was designed in the

second half of the 20th century and comes with

pump-action and self-cocking firing modes. Used as

an all-purpose weapon by the police and assault

troops. Notable for its reliability and tactical

flexibility. Despite its large weight, complex

mechanism and considerable cost it is in demand in

the Zone due to its effectiveness against mutants.

Specifics: Protective coating; Complex

Attachments: None

Upgrades:

Tier1: Large/Small Choke /Alloy Frame.

Tier2: Longer Barrel / Box Magazine (6)

Tier3: Accurate / Semi-Auto

Viper 5

This submachine gun

has gained popularity

around the world

thanks to its reliability,

ease of use and accuracy. Over the last few decades

the Viper 5 was in service with special armed forces

and police units worldwide. Not surprisingly, having

flooded the global black markets, it eventually made

its way to the Zone.

Specifics: Three-round burst; Compact.

Attachments: Silencer

Tier1: Foldable stock / Extended Magazine (40)

Tier2: Long Barrel / Scope Mount

Tier3: Accurate / Protective coating

AKM-74/2U:

Despite being similar

to submachine guns

in size, weight and

tactical purpose, this weapon is classified as an

assault rifle due to the fact that its internal

mechanism is identical to that of the AKM 74/2. The

weapon is notable for its mobility in close quarters

and high armor-penetration capacity, while its

drawbacks are its short effective range, despite the

relatively long bullet range, a tendency to overheat

and high ricochet propensity.

Specifics: Unreliable; Compact; Simple.

Attachments: None before modifications.

Upgrade Tiers:

1: Gr. Launcher Mount/Extended Magazine (40)

2: 3 Round Burst / Long Barrel

3: Protective coating / Accurate

AKM-74/2:

This weapon,

designed in

1974, signaled

the adoption of small caliber and low impulse

rounds by Warsaw Pact countries. A descendant of

the most popular assault rifle in the world, the AKM-

74/2 has an even bigger muzzle brake, resulting in a

reduction of what was already manageable recoil.

This facilitates better accuracy and groupings,

especially when fired in fast single shots or bursts.

As before, the rifle is very simple and reliable.

Specifics: Simple; Protective Coating.

Attachments: Grenade Launcher

Upgrades:

Tier1: Scope Mount / Extended Magazine (40)

Tier2: Accurate /3 Round Burst

Tier3: Longer Barrel / Sniping

Obokan (AC96/2): A modern assault rifle developed

as a replacement for the ageing AKM 74/2. The main

difference is its high speed burst firing mode, which

allows the first 5 bullets to be fired at mostly the

same spot on a target.

Specifics: Burst Fire (2); Protective coating

Attachments: PSO-1 Scope.

Upgrade Tiers:

1: Grenade launcher / Extended Magazine (40)

2: Accurate / Longer Barrel

3: 3 Round Burst / Sniping

TRs 301: A new

step in the

development

of this famous

weapon family. The changes were made to the

upper half of the steel construction comprising the

barrel, gas tube and bolt assembly, reducing the

weapon's weight, improving ergonomics and its gas

system. The weapon is highly accurate, although its

propensity to catch dirt makes it a poor choice for

the Zone's difficult conditions.

Specifics: Unreliable;

Attachments: SUSAT Scope; Silencer;

M203 Grenade Launcher.

Upgrades:

Tier1: Sniping / 3 Round Burst

Tier2: Accurate / Extended Magazine (40)

Tier3: Long Barrel / Protective coating

SGI 5K

A relatively

new assault

rifle that has quickly found admirers around the

world, despite lacking a "trendy" design. Weapons

of this series are one of the best in their class,

renowned for their reliability, accuracy and ease of

use. Despite being relatively difficult to obtain in the

Zone, this assault rifle is often ordered by

experienced stalkers at considerable expense.

Specifics: Protective Coating; Accurate; Complex:

Attachments: M203 Grenade Launcher; Silencer.

Upgrades:

Tier1: Foldable Stock / Scope

Tier2: Long Barrel / Extended Magazine (40)

Tier3: 3 Round Burst / Sniping

GP37

A new

addition to the

Western-made

assault rifle

family, which differs significantly from previous

models in the series built on an automatic

foundation with a semi-open bolt assembly, this

weapon is more like American automatic gas-

operated assault rifles with a short-stroke gas piston

system. These changes ensure that the rifle is a first-

rate example of a modern weapon - lightweight,

reliable and ergonomic.

Specifics: Protective Coating; Accurate; Integrated

Scope (1.5 SUSAT); Complex.

Attachments: Silencer.

Upgrades:

Tier0: Scope (Assault) / Scope (Night Vision)

Tier1: Gr.Launcher mount /Extended Magazine (40)

Tier2: Longer Barrel / Foldable Stock

Tier3: 3 Round Burst / Sniping

IL-86: This rifle's

considerable number of

drawbacks caused most

of these weapons to be

modernized, with the retired stock making its way to

the Zone via the black market. The rifle's main

advantages are its built-in 2x scope, high single-shot

accuracy and reliable upgrade technology. When the

weapon is fired in bursts, its accuracy decreases

significantly and the rifle's basic internal

mechanisms become somewhat unreliable.

Specifics: Unreliable; Integrated Scope (1.5 SUSAT)

Three-round burst; Compact,

Attachments: None before modifications.

Upgrades:

Tier0: Scope (Assault) / Scope (Night Vision)

Tier1: Silencer mount / Extended Magazine (40)

Tier2: Sniping / Long Barrel

Tier3: Accurate / Protective coating

Groza (S14)

This assault rifle

combined with a

grenade launcher,

which is similar to

the AKM series, was specifically developed for rapid

response units. The main differences are its 9x39

caliber ammunition, bull pup layout and extensive

configuration options. This weapon is highly valued

by military stalkers due to its ability to kill enemies

wearing body armor behind improvised cover at a

distance during urban combat, as well as its

excellent stopping power.

Specifics: Grenade Launcher (GP-25); Compact;

Subsonic Round; Complex:

Attachments: PSO-1 Scope; Silencer.

Upgrades:

Tier1: Alloy Frame / Extended Magazine (30)

Tier2: Accurate / Protection Coating

Tier3: Longer Barrel / 3 Round Burst

SA Avalanche:

A modified version of

the silent Vintar BC

sniper rifle, the assault rifle was designed as a

Special Forces weapon. The rifle's primary purpose

is effective fire against enemies employing modern

personal protection equipment without disclosing

the shooter's location.

Specifics: Integrated Silencer; Subsonic Round;

Attachments: PSO-1 Scope.

Upgrades:

Tier1: Protective coating / Extended Magazine (30)

Tier2: Accurate / 3 Round Burst

Tier3: Sniping / Long Barrel

Vintar BC

A special military

sniper rifle purpose-

built for silent,

flashless sniping during special operations where

early detection of the shooter may be critical. The

Vintar BC provides high armor-piercing capability

and stopping power, as well as being equipped with

an integrated sniper and optical scope. Highly rated

by many stalkers despite its small magazine.

Specifics: Integrated Silencer; Subsonic Round;

Integrated Scope (1.5x PSO-1); Complex.

Attachments: None

Upgrades:

Tier0: Scope (Assault) / Scope (Night Vision)

Tier1: Accurate / Extended Magazine (20)

Tier2: Longer Barrel/ Protective coating

Tier3: Sniping / 3 Round Burst

SVDmk-2: An army sniper rifle that has been on the

market for more than fifty years and has earned its

reputation for exceptional reliability and ease of use.

The SVDm-2 is normally used by the army to

improve the effective range of its units, but stalkers

respect this weapon for its armor-piercing

properties, which allow it to penetrate mutant hide

and army body armor. Because of the weapon's

quality, it can only use the more expensive 7.62x54

AP rounds. Comes with a bipod.

Specifics: Integrated Scope (1.5xNight-Vision PSO-1)

Attachments: None.

Upgrades:

Tier1: Polymer frame / Extended Magazine (20)

Tier2: Protective coating / Long Barrel

Tier3: Scope (Assault) / Accurate

SVDUmk-2

A modernized

version of the

SVUm-2 sniper

rifle in a compact bullpup design made on the order

of rapid response forces. It allows faster precision

fire and is considerably lighter, while its single shot

firing accuracy at short and medium range is similar

to that of its predecessor. These qualities have

earned it the admiration of countless stalkers.

Specifics: Integrated Scope (1.5x Assault PSO-1);

Complex.

Attachments: None

Upgrades:

Tier1: Polymer frame / Extended Magazine (20)

Tier2: Longer Barrel / Protective coating

Tier3: Scope (Night Vision) / Accurate

Grenades and Explosives Table 2-3: Explosives

Weapon Damage/Critical Burst Radius Dmg. Type Range Incr. Rate of fire Size Weight Prices in Ru

RPG-7 10d6/20 10ft. Slashing 150ft. S;1 Int Large 15lb 30000

F1 grenade 3d6/20 15ft. Slashing 10ft. - Tiny 1lb 500

RD5 grenade 4d6/20 10ft. Slashing 10ft. - Tiny 1lb 800

M203 Grenade 3d6/20 10ft. Slashing 70ft. - Tiny 1lb 600

VOG-25 Grenade 3d6/20 10ft. Slashing 70ft. - Tiny 1lb 500

RPG-7: The RPG-7 (light

antitank weapon) is a rocket launcher. Before using the weapon, the firer must first arm it, which is a move action. When the RPG hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 15 for half damage).

Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the RPG ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.

F1 Grenade: A defensive hand grenade, with fragments capable of piercing medium level body armor. Stalkers get F1 grenades from trading

with the military, who write them off as having been used for fighting mutants.

RGD-5 Grenade: An offensive hand grenade. Often used by stalkers to "smoke out" mutants due to its relatively low cost. VOG-25 Grenade: Regular fragmentation grenade for the GP-25 “Koster” under barrel grenade launcher. This round has a minimum

range of 40 feet. If fired against a target closer than 40 feet away, it does not arm and will not explode. The VOG-25 grenade is also used in the Thunder S14 grenade launcher.

M203 Grenade: 40 mm grenade for the M203 under barrel grenade launcher. This round has a minimum range of 40 feet. If fired against a target closer than

40 feet away, it does not arm and will not explode.

Weapon Upgrades and Specifics Accurate: The weapon receives a +1 bonus on attack rolls due to exceptional quality. Alloy Frame: A technical replacement of the weapon’s frame with a lighter one, reducing its weight by 5lb. Autofire: The weapon gains the ability to make autofire attacks and to use the burst fire feat. Box Magazine: The weapon accepts a box magazine to reduce reloading time. Burst Fire (2): The Obokan can use the Burst fire feat at a -2 penalty to attack bonus within the first range increment without having it. If the stalker already has the feat, the penalty of using it within the first range increment is lessened by 1. Choke: Shotguns are normally set on standard choke, but they can also be set to small choke or large choke. Slug ammunition can only be used in shotguns set to small choke. Choke (Small): Instead of the normal -2 damage penalty for range, attacks with the weapon suffer a -1 penalty on attack rolls and -1 on damage for each range increment. The weapon also can use slug ammunition.

Choke (Large): The weapon grants a +1 circumstance bonus on attacks, however the weapon’s range is halved. Compact: The weapon does not suffer the -4 penalty to attack bonus when shooting into the adjacent square. Complex: Due to the complex design of the weapon repairs take 50% more time. Concealable: +2 circumstance bonus to sleight of hand checks made to conceal the weapon due to exceptionally compact design. Double tap: The weapons allows a stalker the ability to make Double Tap attacks without the feat within the first range increment. If the stalker already has the Double tap feat, the penalty of using it within the first range increment is lessened by 1. Extended Magazine: The reconfigured weapon can hold more ammunition than normal. This benefit applies only to weapons with box magazines. Foldable Stock: The weapon is fitted with a foldable stock. Folding and unfolding a stock is a move-equivalent action, firing a Longarm with a folded stock imposes a -1 penalty on all attack rolls. When folded, the weapon negates the -4 penalty when attacking with a Longarm in the adjacent square. The weapon also counts as one size smaller for the purpose of sleight of hand checks made to conceal the weapon and Grenade Launcher Mount: The weapon can mount an under barrel grenade launcher. The weight of the weapon is increased by 5lb. Longer Barrel: The weapon’s threat range is doubled. A threat range of 20 becomes 19–20. If the stalker has the improved critical feat both bonuses stack, giving a weapon a threat range of 18-20. Polymer frame: A technical replacement of the weapon’s frame with a lighter one, reducing its category from medium to small. Protective coating: A special Anti-corrosive coating slows weapon degradation. (Normally all weapons take 1 durability damage every 2 encounters a weapon has been fired. With protective coating, a weapon takes 1 durability damage every 3 encounters it has been fired. If a weapon that previously was unreliable gains the effect of protective coating, both effects cancel each other out,

Scope (Assault): An assault scope functions the same as a standard scope. However, the Stalker must spend a move equivalent action instead of an attack action acquiring his or her target. Scope (Integrated): This weapon features an integrated Scope. It cannot be removed and if the weapon is fired without aiming through it, the shooter suffers a -1 penalty on attacks. Scope (Night Vision): A night vision scope functions the same as a standard scope. However, the Stalker gains night-vision (200ft.), but because of the restricted field of view and lack of depth perception it imposes a –4 penalty on all spot checks made by someone using it. Night vision must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a sealed room doesn't. For situations of total darkness, the scope come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else with night vision). Scope mount: This weapon can mount a Scope Semi-Auto: The weapon can be used with the Double Tap feat, and can make Double Tap attacks without it within the first range increment. If the stalker already has the feat, the penalty of using it within the first range increment is lessened by 1. Silencer (Integrated): The weapon has an integrated silencer that cannot be removed It suffers no penalty to damage rolls. Silencer Mount The weapon can mount a silencer. Simple: Due to the simple design of the weapon repairs take 50% less time. Sniping: The weapon loses its automatic rate of fire, but its range increment increases by 20ft. Subsonic Round: Thanks to its 9x39 caliber round with a heavy subsonic bullet, this weapon suffers only a -1 penalty to damage when mounted with a silencer. If the silencer is integrated, the weapon suffers no penalty to damage. Three-round burst setting: When used with the Burst Fire feat, the weapon fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

Durability and upgrading Every weapon has 20 durability. A weapon loses 1 durability point for every 2 encounters it has been fired, when Stalkers travel through a storm or heavy rain, of if they fall into mud, lake or a puddle with it. If a weapon has the protective coating feature it loses 1 durability point every 3 encounters and if it has the unreliable feature, it loses durability every encounter it has been fired. If a weapon is undamaged on a roll of natural 1 it only misses its target. For every durability point lost a weapon gains 5% chance to jam (up to 95%), requiring a reload action to unjam after that. If a weapon loses all of its durability it is destroyed and cannot be repaired. The weapon upgrades are separated in 4 tiers: Tiers 0 and1 require a normal toolkit in order to be crafted. Tier 2 requires the Advanced Toolkit in order to be crafted. Tier 3 requires advanced toolkit and (Arbitrary plot device schematic: Pistol, Shotgun/Rifle and Sniper) in order to be crafted. The time required for the upgrades is 1 Hour per part used in table 2-4: Weapon Crafting Weapon repairs: They take 30 minutes per point of durability lost. If the weapon has the Simple quality it takes 50% less (15min), and if it has the complicated quality it takes 50% longer (45min) The cost of the repairs by an NPC or vendor is Weapon Price in Ru per point of Durability . Durability The cost in parts to repair them is 50 % of that.

Table 2-4 Weapon Crafting

Upgrade Mech. Parts used*

NPC craft Price/RU

Tier0/1 Tier2 Tier3 Tier1 Tier2 Tier3s

Pistol 1 2 3 400 800 1200

Rifle/Shotgun 2 3 4 800 1200 1600

Sniper 3 4 5 1200 1600 2000

Ammo Table 2-5: Ammunition types and prices

Ammunition Type Normal Price (Ru) Special Price (Ru)

9mm(30) 300 +9+mm(30) 500 Buckshot(10) 200 Slug(10) 400 .45 ACP(20) 550 .45 Hydra (20) 1000 5.45x39(30) 1050 5.45x39AP(30) 1700 5.56mm(30) 1100 5.56mmAP(30) 1800

9x39(30) 1150 9x39AP(30) 1900 7.62x54(10) 1400 7.62x54 7H1(10) ) 2100

9x18mm: A very common and cheap cartridge. Readily available from most traders. 9x18mm +P+: An over pressurized cartridge allows for higher muzzle velocity. (+2 damage against unarmored opponents, but -2 against armored ones)

Buckshot: Standard 12-caliber round filled with 6 mm shot. Highly lethal at close range. Slug: A heavy 12 caliber slug round that is normally used for hunting big game, but is also good for other purposes. Instead of piercing, this hefty slug simply crushes through armor. Gains +1 Armor Penetration. .45 ACP: A lead ball round completely clad in a metal jacket. This allows the bullet to feed reliably from magazines, reduces fouling in the weapon's bore, increase accuracy, and maintain integrity when the bullet strikes its target. .45 ACP Hydra-Shock: An unusual .45 ACP caliber round, comprised of a jacketed soft point bullet with an expanding hollow and a steel core. It is a combination of jacketed expanding soft point and armor piercing bullets, benefiting from the advantages of both. Gains +1 Damage.

5.45x39mm: Military 5.45x39 7H10 caliber improved piercing round for automatic rifles of Warsaw Pact countries. AP5.45x39mm: A round with an armor-piercing metal core. This gives it significantly better

performance over standard 5.45x39mm rounds against armor. Gains +1 Armor Penetration.

NATO 5.56x45mm: A standard issue NATO 5.56x45 caliber round specially designed for accurate automatic fire. Provides good ballistic characteristics, having been designed on the basis of a hunting round. NATO AP 5.56x45mm: A common NATO military 5.56x45 caliber armor piercing round, widely used by Western security agencies and special services. Effective against body armor. Gains +1 Armor Penetration.

9x39: A subsonic round with shorter range compared to regular cartridges. Less gunpowder is used in the shells and heavier slugs are used for better penetration to compensate for less combustion. 9x39AP: A subsonic round optimized for penetration through any type of conventional body armor. Gains +2 Armor Penetration.

7.62x54: A high precision sniper round. Used with the SVDm2 and SVUmk2 sniper rifles. 7.62x54 7H1: A 7.62 caliber sniper round with a steel penetrator specially designed for the SVD. It provides tight groupings and excellent penetration characteristics. Gains +3 Armor Penetration.

OTHER EQUIPMENT Misc. Items

Table 2-6: Misc. items and prices Item Price (Ru) Item Price (Ru)

Bread 40 Disguise Kit 1000

Sausage 100 --||--(Advanced) 2000

Tourist Delight 200 Mech. Parts 250

Energy Drink 150 Binoculars 200

Medkit 750 Lighter 100

Army 1500 Dis.Device Kit 500

Scientific 2200 ForgeryKit 500

Water 20 SurgeryKit 500

Vodka 200 Chem Light St. 300

Harmonica 200 Mechanic.Kit 500

Flashlight 100 --||--(Advanced) 2000

PDA 500 Guitar 1000

Anti-Rad 2000

Medical Kit: About the size of a large tackle box, this is the sort of kit commonly carried by military medics and civilian EMTs. It contains a wide variety of medical supplies and equipment. A medical kit can be used to restore hit points, treat a dazed, unconscious, or stunned character, to provide long-term care, to treat a diseased or poisoned character, or to stabilize a dying character (see the Treat Injury skill). Skill checks made without a medical kit incur a –4 penalty. (2.5lb) Medkit: A civilian paramedic Medical kit that heals 1d4 + the user’s ranks in Treat Injury (Max 3) hit points per use; 2 Charges;; 1 use automatically stabilizes a dying Stalker; Can be used Untrained; Army: A military Medical kit that heals 1d6+Ranks in Treat Injury (Max 6); 2 Charges; Can be used Untrained; 1 use automatically stabilizes a dying Stalker.

Scientific: A scientific paramedic Medical kit that heals 1d8+Ranks in Treat Injury (Max 9); Removes 1 Radiation Level; 1 use automatically stabilizes a dying Stalker; 2 Charges. Water: A bottle of clean water that keeps a Stalker hydrated for 1 day. (2.5lb) Bread: Provides ½ Day of Nourishment. Best

consumed with a sausage. (2.5lb) Sausage: Provides ½ Day of Nourishment. (2.5lb). A suspicious looking sausage that is best served with a loaf of bread. Tourist Delight: Provides 1 Day of Nourishment. A can of military rations taken from an army depot raided by Stalkers. Capable of providing the required nutrients for a long day of stalking all by itself. Also tastes way better than stale bread and old sausages. (2.5lb) Vodka Bottle: Removes 1 Radiation Level when used. 2 Charges. (2.5lb) The Cossacks-brand vodka is an extremely popular drink in the Zone, as it removes radiation and smooths the rough edges of a stalker's life. Energy Drink: Removes Fatigue for 30 minutes. If two are drank at the same time removes Exhaustion for 30 minutes. A Stalker can drink a maximum of 1/day for every Con modifier he has before any further drinks stop having an effect. A can of 500ml no-name taurine energy drink. Often used by stalkers on long trips when no breaks can be afforded. The drink contains easily digestible carbohydrates, as well as drugs that stimulate the release of adrenaline into the bloodstream. (2.5lb) Binoculars: They reduce the range penalty for Spot checks to –1 for every 50 feet (instead of –1 for every 10 feet). Using binoculars for Spot checks takes five times as long as making the check unaided. Binoculars are useful for watching opponents, wild game, and sporting events from a long distance. They do not count towards the weight limit. Guitar: A roughed up old guitar, necessary in order to use the Perform (stringed instrument) skill. 10lb Harmonica: An old red Soviet harmonica, necessary in order to use the Perform (wind instrument) skill. It kind of blows. Does not count towards weight limit. Flashlight: A rugged hand held or head mounted device that projects a beam 30 feet long and 15 feet

across at its end. Negates penalties for darkness within their illuminated areas. Does not count towards weight limit. Night vision (Armor): Night vision goggles integrated in armored suits use passive light gathering to improve vision in near-dark conditions. Night vision must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a sealed room doesn't. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else with night vision). However, because of the restricted field of view and lack of depth perception it imposes penalty on all spot checks made by someone using it. First generation: They provide only basic light amplification, resulting in a relatively low-resolution and blurry image with green tint, making this model near useless. A stalker using it can see in darkness up to 60ft in distance. -4 penalty to spot checks Second generation: It greatly improves image quality with much better light amplification and higher resolution. Has a blue tint. A stalker using it can see in darkness up to 120ft in distance. -2 penalty to spot checks. PDA: A Personal Digital Assistant, or "PDA", is a pocket-sized electronic device meant to encompass the basic and most vital functions of a computer. Stalkers use PDAs to keep track of each other, communicate, and store data. Does not count towards the weight limit Lighter: An ordinary petrol lighter, mostly used for starting fires and lighting cigarettes. Does not count towards the weight limit Mechanical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools. Basic: This kit, which fits in a portable toolbox, weighing 10lb allows a character to make Repair checks for mechanical devices without penalty. Advanced: This kit fills a good-sized toolbox, weighing 20lb. It includes a broad variety of high-quality specialized hand tools. It grants a +2 equipment bonus on Repair checks for equipment maintenance and allows a character to make Craft (mechanical) checks without penalty

Chemical Light Stick: This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an area only 5 feet in radius. Once activated, it can’t be turned off or reused. The listed price is for a pack of 5 sticks. Disable Device Kit: From pliers to a stethoscope, this kit contains all the required tools for generally using the disable device skill without penalty. (Disarming explosives, opening locks, cutting fences etc.) (10lb) Surgery Kit: A bag with medical supplies and tools, essential for indoor or field surgery. Grants the use of surgery without penalty. (5lb) Forgery Kit: This kit contains everything needed to use the Forgery skill to prepare forged items. Depending on the item to be forged, a character might need legal documents or other items not included in the kit. (5lb) Mechanical Parts: Different mechanical parts, used for upgrading and repairing equipment. (1lb) Anti-rad: It can remove 2 levels of Radiation sickness per use and has no limits on how often it can be used. (But since it’s an experimental drug, every time a Stalker uses a dose he takes a DC13 Fort Save or rolls 1d4 on the side effects table. Chapter x Radiation Rules.) It’s an experimental military drug, finding its way in the Zone through corrupted military personnel and scientists. When used, this drug induces contraction of peripheral blood vessels and oxygen deprivation, which serves to treat and prevent radiation exposure. The drug does not have severe side effects, although isolated cases of mild nausea, dizziness, cramps and stomach pain have been reported.

Weapon attachments Scope: A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use. There are two different models of scopes, but aside from the price and the different weapons they can be mounted on, they function identically. Each model scope can be 3 different types: Standard, Electro-Optical and Assault. (2.5lb) PSO-1 Scope: Is an optical scope with x1.5 magnification. It can be mounted on any Soviet or Russian made weapon such as the AK-74 and the AN-94.

The SUSAT: (Sight Unit Small Arms, Trilux) is a scope with x1.5 magnification with tritium-powered illumination that can only be mounted on NATO-class weaponry. Standard: A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend an attack action acquiring his or her target. If the character changes targets or otherwise lose sight of the target, he or she must reacquire the target to gain the benefit of the scope. Electro-Optical: An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she has night vision goggles. Assault: An assault scope functions the same as a standard scope. However, due to automatic electronic adjustment of the magnification, the Stalker must spend a move equivalent action instead of an attack action acquiring his target. Suppressor: A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet’s firing, dramatically reducing the sound the weapon makes when it is used. Weapons, which inflict 2d6 DMG suffer a -1 damage penalty and the only sound is the mechanical action of the weapon (Listen check, DC 15, to notice). Weapons, which inflict 2d8 or more DMG suffer a -2 damage penalty and the supersonic speed of the bullet itself still makes noise. However, it’s difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire. An effective suppressor which can be modified on the go as required. The body of the suppressor r around the barrel contains a roll of fine brass mesh, while the front comprises a set of metal diaphragms with holes for the bullet to pass through. The set includes adaptors and sealants for most weapons. Normally used to thin out enemy ranks without drawing attention. Under barrel Grenade Launcher: Although designed to be fitted on different weapon platforms, the grenade launchers have identical stats. Damage: 3d6 Slashing; Blast radius: 10 ft.; DC Ref: 15; Size: Small; Range: 70 ft.; Weight: 5lb.; Rate of Fire: Single; Magazine: 1 Int;

GP-25 Koster: A single shot, front loaded, rifled under barrel grenade launcher for assault rifles made in Warsaw Pact countries. The firing mechanism is self-cocking, with a manual safety catch and automatic shot prevention if incorrectly installed onto a rifle. Uses VOG-25 grenades. M203: A modified M203 grenade launcher that has been shortened by three inches, attached to NATO weapons. Thanks to a changed mount, this grenade launcher is widely used.

Table 2-7: Weapon attachments and prices Item Price(Ru) Item Price(Ru)

PSO-1 Scope 1300 SUSAT Scope 1500

Electro-Optical 2600 Electro-Optical 3000

Assault 2600 Assault 3000

GP-25 Koster 3000 M203 Launcher 4000

Suppressor 500

CHAPTER 3: ARTEFACTS AND RADIATION Table 3-1: Artefacts and effects

Artifact: Benefits Drawbacks Sale/Buy Price

Jellyfish +1 Ballistic; Piercing DR Lightly Radioactive Mat. 1200/2400 Ru

Stone Flower +2 Ballistic; Piercing DR Moderately Radioactive Mat. 2500/5000 Ru

Night Star +3 Ballistic; Piercing DR Severely Radioactive Mat. 5000/10000 Ru

Mama’s Beads +1 Ballistic; Piercing DR None 5000/10000 Ru

Wretched +1 Slashing; Bludgeoning DR Lightly Radioactive Mat. 1200/2400 Ru

Gravi +2 Slashing; Bludgeoning DR Moderately Radioactive Mat. 2500/5000 Ru

Goldfish +3 Slashing; Bludgeoning DR Severely Radioactive Mat. 5000/10000 Ru

Kolobok +1 Slashing; Bludgeoning DR None 5000/10000 Ru

Thorn +1 Radiation Protection -1 Maximum HP 1200/2400 Ru

Crystal Thorn +2 Radiation Protection -2 Maximum HP 2500/5000 Ru

Urchin +3 Radiation Protection -3 Maximum HP 5000/10000 Ru

Stone blood +1 Health/60 minutes -1 DR 1200/2400 Ru

Meat Chunk +1 Health/30 minutes -2 DR 2500/5000 Ru

Soul +1 Health/20 minutes -3 DR 5000/10000 Ru

Sparkler +1 Carrying Strength -2 Elemental Resistance 1200/2400 Ru

Flash +2 Carrying Strength -4 Elemental Resistance 2500/5000 Ru

Moonlight +3 Carrying Strength -6 Elemental Resistance 5000/10000 Ru

Droplets +1 Radiation Protection -1 Carrying Strength 1200/2400 Ru

Fireball +2 Radiation Protection -2 Carrying Strength 2500/5000 Ru

Crystal +3 Radiation Protection -3 Carrying Strength 5000/10000 Ru

Flame Battery +6 Fire DR None 5000/10000 Ru

Pellicle +6 Acid DR None 5000/10000 Ru

Electric Battery +6 Electric DR None 5000/10000 Ru

Spring +5 Ft. Speed Moderately Radioactive Mat. 5000/10000 Ru

Jellyfish: When activated, the stalker gains 1 Ballistic and Piercing Damage Resistance and is exposed to a lightly (1) radioactive material. It Forms a weak protective field whose

side effect is a slight radiation emission. It can change colors between dark brown when inactive do bright pink when activated by a stalker. It is widespread and not very valuable. It is formed in the Springboard anomaly

Stone Flower: When activated, the Stalker gains 2 Ballistic and Piercing Damage Resistance and is exposed to a moderately (2) radioactive material. This artifact is found

in only a few areas of the Zone. The bits of metallic compounds create a beautiful light play. It is very calming to study this artifact at night by the fire. It is formed in the Springboard anomaly

Night Star: When activated, the stalker gains 3 Ballistic and Piercing Damage Resistance and is exposed to a highly radioactive material. The use of the artifact demands the neutralization of deadly radiation. Expensive and

rare, this wonderful artifact is extremely interesting for scientific expeditions and other research activity in the Zone. It is formed in the Springboard anomaly

Mama’s beads: When activated, the stalker gains 1 Ballistic and Piercing Damage Resistance and is not exposed to any side

effects. An extremely rare artifact. Keep it safe because it has no negative qualities. Scientists cannot figure out how to create such an object in laboratories. It is formed in thermal Anomalies.

Wrenched: When activated, the stalker gains 1 slashing and bludgeoning Damage Resistance and is exposed to a lightly radioactive material. When it touches the body it

disseminates the directed of the radiation, protecting from scratches or wounds made by melee weapons. This artifact isn't hard to find, that's why they don't pay much for it. It is formed in the Vortex anomaly

Gravi: When activated, the stalker gains 2 slashing and bludgeoning Damage Resistance and is exposed to a mildly radioactive material. While wearing it a certain

amount of radiation is stored in the body while the rest of it is scattered in the radial direction away from the body. A good price. It is formed in the Vortex anomaly

Goldfish: When activated, the

stalker gains 3 slashing and bludgeoning Damage Resistance and is exposed to a highly radioactive material. It is activated by the heat of the

body. Decide what's worse: radiation or knife wounds, and chose the lesser of the two evils. In any case you can sell the artifact for good profit. It is formed in the Vortex anomaly

Kolobok: When activated, the stalker gains 1 slashing and bludgeoning Damage Resistance and is not exposed to any side effects. When you hold this mystery

of the Zone in your hands, you feel how your skin becomes tougher and less sensitive. You can still shoot through it with a bullet, but it's much more difficult to cut through. It is formed in the Vortex anomaly

Thorn: When activated, the stalker gains weak radiation resistance and loses 1 of his maximum hit points. When deactivated, the hit points return to maximum, but must

be healed normally. The Thorn artifact pokes the body of its owner, no matter what. But it also helps clean the body of radionuclides. Quite widespread and cheap. It is formed in the Burned Fuzz anomaly.

Crystal Thorn: When activated, the stalker gains Mild radiation resistance and loses 2 of his maximum hit points. When deactivated, the hit

points return to maximum, but must be healed normally. Naturally takes out the radiation from the organism. That is, through the ears along with some amount of blood. Blood loss is possible also through other openings. Widespread and quite effective, which is the cause for the stable price in the artifact market. It is formed in the Burned Fuzz anomaly.

Urchin: When activated, the stalker gains high radiation resistance and loses 3 of his maximum hit points. When deactivated, the hit points return,

but count as if damage was taken, so they must be healed normally. It is formed in the Burned Fuzz anomaly. The anomaly very rarely gives rise to this artifact. Blood pressure rises, the body gets rid of a large amount of red blood cells. But along with them the stored radiation leaves the body as well. In his fundamental work titled "Ionization and polarization of the components of rare artifacts", Sakharov noted that the content of this formation has a critical stability, and it's not realistic to create such an artifact in lab conditions in the next ten years.

Stone Blood: When activated, the

Stalker gains health regeneration 1/hour and suffers from -1 Physical Damage Resistance. It is quite an ugly

reddish object made out of

pressed together and curiously bent polymerized remnants of plants, soil, and bones. Quite widespread and not very effective. It is formed in the Whirlygig anomaly.

Meat Chunk: When activated, the Stalker gains health regeneration 1/30 minutes and suffers from -2 Physical Damage Resistance. Causes increased cell growth. On

the other hand, the newly formed cells are much more receptive to the effects of physical harm. The artifact doesn't show up very often, but it's hard to call it rare. It is formed in the Whirlygig anomaly

Soul: When activated, the Stalker gains health regeneration 1/20 minutes and suffers from -3 Physical Damage Resistance. Very rarely found artifact. Only a very few manage to find this artifact,

and few have even seen it. It has a nice shape and an equally nice price. It is formed in the Whirlygig anomaly.

Sparkler: When activated the

Stalker gains 1 additional point of STR, but it counts only towards the carried weight limit. The Stalker also suffers a -2 penalty to all energy resistances.

Quite widespread and inexpensive artifact. But still it is valued among the researchers in the Zone for its qualities. It is formed in the Electro anomaly.

Flash: When activated the Stalker gains 2 additional points of STR, but it counts only towards the carried weight limit. The Stalker also suffers a -4 penalty to all

energy resistances. Stalkers readily use it because of its good qualities. Not a bad price and a good external look make this artifact appealing to collectors. It is formed in the Electro anomaly.

Moonlight: When activated the Stalker gains 3 additional points of STR, but it counts only towards the carried weight limit. The Stalker also suffers a -6 penalty to all energy resistances.

Degenerate case of the activity of the Electro anomaly. It seems that such a wonderful round form is created when the anomaly is subjected to thermal influences. Expensive artifact. It is formed in the Electro anomaly.

Droplet: When activated, the stalker gains weak radiation resistance and suffers from -1 Physical Damage Resistance. From the exterior looks like a

tear-like shade compound with a glossy surface, covered in cracks. It is formed at high temperatures in the Burner anomaly.

Fireball: When activated, the stalker gains mild radiation resistance and suffers from -2 Physical Damage Resistance. Fights well with radioactivity,

though the heightened rate of energy exchange wears out the muscles of the moving apparatus. Won't be able to fight for long. Even though Fireball is a thermal artifact, it can be handled without fear of being burned. It is formed in the Burner anomaly.

Crystal: When activated, the stalker gains high radiation resistance and suffers from -3 Physical Damage Resistance. It’s created when heavy metals fall into the Burner anomaly. This artifact eliminates

radiation wonderfully. It is highly valued by stalkers and hard to find. It is formed in the Burner anomaly.

Electric Battery: When activated, the stalker gains +6 Electrical resistance and is not exposed to any side effects. The origin of this object is shrouded in

scientific mystery. It’s clear that it’s made in part by di-electric elements, but science does not know the physical conditions in which it is formed. It is formed in the Electro anomaly.

Flame Battery: When activated, the stalker gains +6 Fire resistance and is not exposed to any side effects. When wearing this artifact the denaturalization of proteins

happens slower. In other words, the flesh is able to endure higher temperatures and burns less. In itself it is an expensive and rare thing.

Pellicle: When activated, the stalker gains +6 Acid resistance and is not exposed to any side effects. A rare semi-transparent artifact with hues of yellow,

green and brown. According to Professor Sakharov this was the first artifact the Ecologists created in laboratory conditions. This artifact is so rare that many researchers can't even imagine that such a substance can exist in a natural setting. Emits acidic chemical components.

Spring: When activated, the

stalker gains +5ft speed and is exposed to a mildly radioactive material. According to the opinion of some researchers-theorists, this artifact is a

hybrid between Batteries and Shell. "They're just two copper disks the size of a saucer, about a quarter inch thick, with a space of a foot and a half between them. There's nothing else. You can stick your hand in them, or even your head, if you're so knocked out by the whole thing – just emptiness and more emptiness, thin air. And for all that, of course ,there is some force between them, as I understand it, because you can't press them together, and no one's been able to pull them apart, either."

RADIATION

“Please give me vodka, I’m dying” - Anonymous Stalker

Unlike the PC game, the radiation here is a challenge of attrition and resource management, rather than instant death. It requires careful planning, managing exposure and sometimes watching your friends suffer horribly and die an excruciating death in front of your eyes. When characters are exposed to radiation, they may be afflicted with radiation sickness. Radiation sickness functions exactly like exposure to any

other disease, following the normal rules for diseases. The Fortitude save DC and the effects of radiation sickness vary with the dose of radiation to which a creature is exposed. Radiation exposure has five degrees: mild, low, moderate, high, and severe. To determine the degree of exposure, start with the type of exposure: either an irradiated area (such as the Chernobyl NPP or a pocket of residual radiation), or a specific source of radiation (such as an Artifact or a lump of radioactive material). Then consult Table: Radiation Exposure to determine the degree of exposure based on the total time of exposure within a given 24-hour period (rounding up).

Table: 3-2 Radiation Exposure

Time of Exposure (Minimum)

Situation 1 round 1 minute 10 minutes 1 hour 1 day

Character in irradiated area (Environment)

Lightly irradiated mild mild mild mild low

Moderately irradiated mild mild low low moderate

Highly irradiated low low moderate moderate high

Severely irradiated moderate moderate high high severe

Character exposed to radiation source (Artefacts)

Lightly radioactive materials mild mild low low low

Moderately radioactive materials low low moderate moderate moderate

Highly radioactive materials moderate moderate high high high

Severely radioactive materials high high severe severe severe

Table: 3-3 Radiation Sickness

Degree of Exposure

Fortitude Save DC

Incubation Period

Initial and Secondary

Damage

Mild 12 1 day 1d4–2 Con*

Low 15 4d6 hours 1d6–2< Con*

Moderate 18 3d6 hours 1d6–1 Con*

High 21 2d6 hours 1d6 Con

Severe 24 1d6 hours 2d6 Con

* Minimum damage 0 Con.

Radiation Protection Armor: Almost all armor has a certain degree of radiation protection. To see how much it would benefit the payer see table: radiation exposure. For every level of protection that an armor suit has, lower the radiation sickness in each exposure time column by one. Example: If a stalker enters a highly radioactive area and has a Sunrise suit with 2 levels of protection, then for the first two time periods (1 round and 1 minute) the exposure is decreased from low to none. After that for the 10 minutes and 1 hour periods it is decreased from moderate to mild, and the high exposure for 1 day is decreased to low. Armor protects a stalker from exposure in an irradiated area and radioactive objects that ARE NOT artifacts, due to how close to the body the artifacts must be in order for an activation to have an effect. Artefacts: Some artifacts offer protection from radiation, but since their absorption range is limited, the biggest effect they can have is on other artifacts. When an artifact that emits radiation is activated see table: Character exposed to radiation source. If a stalker has another artifact that protects from radiation, it works just like the protection of the armor suits, with the exception that if more radiation reduction than radiation emission artifacts are active, every excess level of protection lowers the Fortitude Save DC of any radiation sickness contracted by the stalker so far by 1. Any artifacts that grant radiation protection must be activated before the ones that have radiation emission, otherwise a stalker suffers the appropriate level of radiation sickness. Example: The Night Star artifact is treated as a highly radioactive material once activated. That means if a character uses it for a duration of 10 minutes during a firefight, the Stalker will become sick with High radiation sickness, and unless treated in 3d6 hours he will roll a fortitude save, and if unsuccessful will suffer 1d6 CON Damage. If left untreated, he will roll a fortitude save every day until he’s cured with medicine or dies.

Treating Radiation Sickness At low levels, radiation sickness is a slow disease. Often, a sick character suffers no severe effects. This is reflected in the fact that even with a failed Fortitude save, the character might not suffer any Constitution loss. In highly radioactive environments, a character might be exposed to radiation while already suffering from sickness. If the degree of exposure exceeds the exposure that caused the initial sickness, the character suffers radiation sickness at the increased severity. Otherwise, it does not change. For example, a character who has been exposed to a low dose of radiation does not get any sicker if she is later exposed to another mild or low dose. If she is exposed to a moderate or higher dose, however, her sickness becomes more severe. When contaminated with radiation, he must make a Fortitude saving throw after the incubation period of the sickness has passed. If he succeeds, the sickness has no effect—his immune system is fighting it off. If he fails, he takes damage. Once per day afterward, he must make a successful Fortitude saving throw to avoid repeated damage. The time should be at the GM’s discretion, but in the late evening when the immune system is at its lowest is generally the best time. Characters recover points lost to ability score damage at a rate of 1 per day per ability damaged, and this rule applies even while a disease is in progress. That means that a character with a minor sickness might be able to withstand it without accumulating any damage. A bottle of vodka can remove up to 2 levels of Radiation Sickness. It contains 2 doses, half a bottle each, which can be ingested independently. A dose must be drank at once for the radiation removal to take effect. A Stalker can drink up to his Con modifier doses of vodka a day before any further drinking stops having effect. After that a stalker must have a full 8 hours of rest and drink 2 water bottles before any further vodka can have an effect. Each individual group must decide when and how a Stalker is drunk and what the effects should be. Anti-rad: It’s an experimental military drug, finding its way in the Zone through corrupted military personnel and scientists. When used, this drug

induces contraction of peripheral blood vessels and oxygen deprivation, which serves to treat and prevent radiation exposure. The drug does not have severe side effects, although isolated cases of mild nausea, dizziness, cramps and stomach pain have been reported. It can remove up to 4 levels of Radiation sickness per use and has no limits on how often it can be used. (But since it’s an experimental drug, every time a Stalker uses a dose he takes a DC13 Fort Save or rolls 1d4 on the side effects table.)

1) Dazed: Unable to act, a dazed character can take no actions, but still gets the benefit of his or her normal Defense. This condition lasts 1d4 rounds.

2) Nauseated: Characters who are nauseated are unable to attack or do anything else requiring attention or concentration. The only action such a character can take is a single move action per turn. Lasts 1 minute 3) Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, and skill checks. This condition lasts 10 minutes. 4) Deafened: The hero can’t hear and takes a –4 penalty on initiative checks. The character can’t make Listen checks. This condition lasts 10 minutes.

CHAPTER 4: FACTIONS AND LOCATIONS

Loners are a nomadic semi-unified group of Stalkers who simply live off the Zone in order to earn some coin for their daily lives. Loners are neutral toward almost all other

factions, but do have complications with the Military, and, to a lesser extent, the Mercenaries, and openly oppose the Bandit faction for their actions against free Stalkers. Most Loners are only concerned with the riches of the Zone, and do not pay attention to the other faction's hatred for each other - provided, of course, they do not threaten them. Because of this, Loners are often recruited by various factions as mercenaries. The Ukrainian military supposedly has the Zone contained in order to prevent the looting of dangerous, radioactive materials and to prevent the unauthorized entering of any individuals. They allegedly enforce this rule with a "Shoot-on-sight" declaration. In an ironic twist, because of major corruption within their ranks, they themselves are the reason why

Stalkers can continue to operate, and why radioactive materials from the Zone keep flowing to the outside world. Overtly, the Military are hostile to all Stalkers, to keep up appearances; but they also make shady dealings with them at the same time.

The Bandits are the raiders

and marauders of the Zone,

ranging from petty thugs

and gangsters to organized

crime syndicates. Apart

from Freedom, which treats

them with marginal contempt,

everyone hates the Bandits due

to their nefarious acts of robbing and exploiting

honest Stalkers. Most Bandits are unorganized and

leaderless; there are only a few known Bandit

leaders and camps, and even then their groups are

still fairly disorganized, with underlings always

trying to take control by overthrowing the

previous leader. Their unit size is mediocre, and

their equipment is cheap and shoddy; because of

this they've adapted to a guerilla style of warfare,

ambushing small groups with large numbers by

camping in locations just off the normal paths.

Duty was founded by

former military

expedition survivors

and Stalkers

concerned about the

looming horrors of the

Zone. They are one of the

largest Stalker clans in the Zone. They have a

strict military code (such as no smoking,

maintaining one's weapons, etc...) and operate in

a military fashion, using ranks like Sergeant,

Major, Captain, General,... Their goal is to

contain and destroy the Zone, fearing that it will

spread to the outside world. They view the Zone

as an ulcer in the world and their efforts are a

way to excise it. They do this with blunt force by

killing mutants, eliminating all who oppose them

or exploit the free, and burning down or

drowning mutant dens. They are neutral toward

other Zone factions, save for the Bandits and

their long-time nemesis: the Freedom faction. It

is said that Duty also has deep connections

within the military, specifically Spetsnaz

detachments within the Zone, although they

treat regular grunts with utter contempt.

Freedom is a collection of anarchists, daredevils, and other Stalkers who believe in the right for free access to the Zone. They are one of the largest Stalker clans in the Zone. Freedom believes that the Zone is a wonder given to all humanity. They are hostile to the ecologists exploiting the Zone for research. They openly oppose the Military, and their long-time rivals, Duty. The only interest of Freedom is to live and open the Zone as a museum for people outside of Chernobyl. Freedom believes that if ecologists leave the Zone from scientific research, the zone will act friendly and peacefully.

The Mercenaries are a private military force operating within the Zone. They are professional soldiers who will do just about anything in the Zone, ranging from retrieval, assassinations, body guarding, etc. Though, of course, it must be for the right price. Mercenaries are usually neutral toward other factions, as they are a source of income, unless they interfere with their operations. In D20 Stalker the mercenaries are a bit more fleshed out and have their own unique inner groups.

The Ecologists are Ukrainian scientists sent into the Zone on behalf of the government, but seem to be affiliated with

outside organizations. Their main purpose is the study of all

aspects of the Zone, using scientific methods to further explain what the Zone is, and its purpose. The Ecologists are neutral to all factions, and are not involved in any of their conflicts. Due to the military's slipping grip on the Zone, the Ecologists rely on opportunistic Dutyers, Loners, and Mercenaries to provide them protection, and to perform errands that may require combat, since the scientists are better thinkers than fighters. The Monolith are a fanatical, well-equipped faction, with huge numbers. They have no allies, and are actively attacking all other factions. Their main base of operations is the entire Pripyat town.

KEY LOCATIONS

The Zone is a wild, and mostly unexplored place, whole areas are cut off from outside influence by high radiation, fierce mutants or dense anomalies. There are a few areas of the Zone that are considered key locations, points of control that are hotly contested amongst the factions, due to having an abundance of artifacts, being strategically important crossroads, access to important underground facilities or relatively safe zones. Of course, a good deal of the Zone is unexplored and you are free to add your own locations to these.

Cordon It's the outermost edge of the Zone, guarded by the Military and therefore quieter than most other areas. Stalkers often refer to the Cordon as the Zone's antechamber. It is sporadically dotted with farms and small villages, and several railway lines and bridges. Most rookies hang around the Cordon, congregating in the abandoned villages until they have enough gear and experience to head deeper into the Zone. The biggest threat to Stalkers in the Cordon is the Military, as they often launch patrols with the intent of capturing or killing the Stalkers that stray too close to their Outposts. The most common mutants encountered in the cordon are the Flesh, boar and blind dogs, though occasionally others venture out to the fringes, causing havoc amongst the unexperienced Stalkers. The main focal point of the cordon is the south west, where the Trader Sidorovich operates, most of the incoming and outgoing trade occurs in this area, as rumors say, that Sidorovich has struck a deal with the local Military’s outpost commander.

The Garbage

Described as a "vast machinery graveyard", the Garbage was in fact the main dumping ground for ruined machines and vehicles, as well as irradiated debris from after the 1986 disaster. Lines of irradiated trucks, jeeps and general machinery are left to rust in vast fields. The area is dominated by huge, heavily irradiated piles of debris pulled from the Chernobyl NPP, partially covered with dirt, among which useful items or the occasional artifact can be found. Loners and Bandits often chug vodka and venture onto these mounds in search of loot, most often leading to fighting and bloodshed. Notable sites within the Garbage area include an old train hangar, a fenced-in scrapyard and several ruined office buildings. Although unconfirmed, it is rumored that these offices have extensive basement areas. Duty operate a checkpoint on the main road to Rostok, which is their main base area. They often come into conflict with the bandits in the area.

Agroprom A heavily forested area, containing many small lakes and streams, this is the site of the Agroprom Research Institute, which was constructed sometime in the mid-90s to analyze the possibilities of agriculture on irradiated soil. The ARI itself is a massive lakeside complex, complete with rail line and tunnel that connects directly to the rail yard in the Garbage Area several kilometers away. Several ruined factories dot the area, usually six or seven story buildings with accompanying offices. Most notable is the extensive underground complexes below the research facility, a vast network of laboratories, tunnels and massive hangars, with several surface access points, either hidden in the hillsides or connecting to the factories in the area. Mercenaries are highly active in this area, with many suggesting that the facilities below the research institute hold some secrets about

the creation of the Zone. Duty have a presence here, operating a small outpost in the grounds of the Research institute, and many loners can be found in the area. This area is often subject to military raids, attempting to capture the mercenaries to discern their employer’s goals.

Dark Valley Always gloomy, always misty and always rainy. Stalkers venturing into the Dark Valley are likely to find valuable artifacts, instant death, or both. So nicknamed for the oppressive feeling surrounding this area, the dark valley is a dangerous place, and often home to some of the more organized bandit groups. The site of another “Agricultural Research Center” that was abandoned just prior to the 2006 emission, the dark valley is rumored to be the site of one of the many 'X Designation' labs, which were established throughout the zone after its creation to work in fields of fringe science. Freedom have an outpost here, in the large construction site that was to be the Science Center. The area is heavily industrialized, with large factories and industrial ruins dotting the area. Often visited by experienced Stalkers attempting to find the entrance to the secret labs.

Rostok Rostok was once a mid-sized town, with large industrial presence and an extensive rail network. It is divided into two areas; the Southside area, a safe zone, more commonly called “The Bar” And the rest of the town, called “The Wild Territory”. The Bar is one of the Zones safest areas, almost entirely anomaly free, it is the main headquarters of Duty, and as such they heavily protect this area, enforcing strict adherence to their laws. Most stalkers can be guaranteed sanctuary in the Bar, it is almost a city unto itself, named for the famous '100 Rads' Bar, and it also contains a makeshift hotel, a thriving market and a dueling arena where stalkers can bet on or take part in fights. This entire 'town' is enclosed in barricades, dotted

with watchtowers and manned by Duty members. Outside of Duty’s barricades is the Wild Territory, the decaying remains of Rostok, this area is rich in artifacts, anomalies and also in mutants. Some ecologists are active in this area, using the Bar as a nearby safe zone, renting building from Duty to use as research bases. The wild territory is a dense maze of ruined buildings, with narrow streets and enclosed courtyards, and occasionally large open parks, which are littered with the bodies of Stalkers foolish enough to cross them, coming under fire from Mercenary or Bandit snipers. Many firefights happen in close quarters here, fighting house to house and room to room.

Yantar Once home to the largest lake in the Chernobyl area, an unfortunate accident at the nearby factory prior to 1986 led to this lake draining into an underground cavern, leaving a shallow, chemically poisoned swamp in its place. Yantar was a major chemical industry center before the Chernobyl Incident, and now stands mostly untouched, due to the heavy Psy-emissions that emanate from this area. Rumored to hold one of the 'X Designated' laboratories, this has long been a draw to Stalkers, who unwittingly meet their end at the strange presence located here. As such, the area is home to countless Zombified Stalkers. The Ecologists have established a Mobile Research Base here recently, a heavily fortified prefab bunker that was airlifted into the area. They have enlisted several Duty and Mercenary members to guard them as they conduct their research into the Psy-emissions. This area is dense with underground and over ground sewers and chemical waste runoff pipes, which are often the only way to travel safely past the hordes of zombies. However, these pipes and the Yantar buildings are inhabited by something worse than brain dead stalkers, the deadly Snorks, feral Stalkers that fell victim to the areas influences. Many meet their fate deep underground in at the hands of these rabid

monsters, and their howling can be heard echoing through the pipes at night, filling the lakeside area with horrible unnerving sounds.

The Army Warehouses A strategically important area, the vicinity of the army base used to contain a small rural village and passageway to the radar facility north of it. After the 1986 incident, the population of the village was evacuated and the base repurposed to act as a center for military forces securing the Zone of Exclusion. Following the fall of the Soviet Union, Ukrainian military units were garrisoned in the base, continuing the mission of securing the area. Sometime before the second incident in 2006 a large scale construction effort was started in the area. However, the incident cut such efforts short; workers abandoned their vehicles, leaving behind their vehicles and raw supplies. The area became truly abandoned, with mutants and other wildlife quickly moving in. However, once the military was able to reach deeper into the Zone, they once again reoccupied the warehouses and erected 'The Barrier', a fortified checkpoint covering the only accessible road to Pripyat nestled in a steep sided valley, to keep the more gruesome Zone abominations which were funneled along this passage contained. They were doing a decent job, right until the Second Emission, during which much of their force was killed. The soldiers retreated to the military base and bunkered down, constantly requesting evacuation to no avail. Freedom exploited this weakness and secured the base for themselves, as well as picking up the duty to maintain and defend the Barrier. Moving their primary base from the Dark Valley, the army warehouses area became the center of Freedom operations and one of the most heavily defended locations across the entire Zone. The Army warehouses are a valuable source of materials and resources within the Zone, holding a huge surplus of military rations, medical supplies and munitions. As such it is a highly coveted area by many

factions, and it the center of some of the most bitter and intense battles in the Zone.

Red Forest The Red forest is the area directly north of the Army Warehouses, a steeply hilled and heavily forested area consisting mostly of coniferous pine trees. Its name was coined by inhabitants of the Zone after the 1986 meltdown which killed all of the trees in the area, and turned their needles a bright red color. The area is one of the most dangerous in the zone, as the heavy vegetation and steep terrain makes travel difficult, and the presence of the Monolith faction alongside some of the most deadly mutants of the Zone. Documents uncovered in Agroprom refer to another of the 'X Designated' labs hidden in this area, but its location is unknown. The forest extended for several kilometers, and there is a 'point of no return' beyond which there seems to be some sort of emission that Stalkers have nicknamed “The Brain Scorcher” due to the effects on humans, intense headaches, bleeding from the nose, ears and eyes and eventual zombification. It has been noted that Monolith soldiers in this area seem immune to this effect. The area is littered with abandoned military vehicles, left to rust amongst the trees.

Pripyat Pripyat is the most famous ghost city of the Exclusion Zone, once home to almost 50,000 residents, mostly engineers and workers in the nearby Nuclear Power Plant. Pripyat is as yet untouched by Stalkers, being the very heart of the Exclusion Zone. No one has yet managed to find a safe passage to it. It sits empty, save the mutants, and is a relic of the now collapsed Soviet Government, with monuments and murals falling into decay. The most iconic location in Pripyat is the Ferris Wheel, for a funfair that was due to open only days after the 1986 disaster. No one can say for sure if it even still stands. Located within almost spitting

distance of the NPP, Pripyat is thought to be the home of the Monolith faction. The first Stalkers to access Pripyat will be remembered as legends amongst Stalkers for years to come, and every Stalker dreams of being that person.

Chernobyl NPP

The Chernobyl Nuclear Power Plant is where it

all started. On the 26th of April 1986, a reactor

meltdown led to nuclear fallout irradiating and

rendering hazardous a 30 km-wide area now

known as the Zone of Alienation. Following the

incident, the Zone was evacuated and the

reactor was sealed in a concrete Sarcophagus.

The NPP is a place of myth and legend amongst

Stalkers, residing at the very heart of the Zone.

Almost impassable obstacles such as the Brain

Scorcher or the Monolith faction combined with

the vivid imaginations of prospecting Stalkers

caused wild rumors to begin spreading about

what one might find in the Chernobyl NPP. The

most well-known tale is that of the Wish

Granter; a monolithic crystal of unknown origin

that makes one's wishes come true. Other

rumors surrounding the NPP involve extra-

terrestrials, treasure troves of artifacts, the

Oasis, and other folklore. Many Stalkers see the

NPP as the Ultimate goal, to stand in front of the

Wish Granter and be able to ask for anything;

uncountable riches, immortality, peace on

earth, anything a Stalker could dream

SKILLS (Work In progress)

Climb (Str – Armor Penalty) Check: With each successful Climb check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds). A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. A failed Climb check indicates that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height he or she had already attained (unless the character is secured with some kind of harness or other equipment). The DC of the check depends on the conditions of the climb. If the climb is less than 10 feet, reduce the DC by 5. Since the character can’t move to avoid an attack, he or she is flat-footed while climbing (the character loses any Dexterity bonus to Defense). Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall. Failure means the character falls

from his or her current height and sustains the appropriate falling damage. Accelerated Climbing: A character can try to climb more quickly than normal. The character can move his or her full speed, but the character takes a –5 penalty on his or her Climb check. (Moving twice the character’s speed in a round requires two checks, one for each move action.) Making Handholds and Footholds: A character can make handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In similar fashion, a climber with an ice axe or other proper implement can cut handholds or footholds in an ice wall. Catching Yourself When Falling: It’s practically impossible for a character to catch him or herself on a wall while falling. Make a Climb check (DC equal to wall’s DC + 20) to do so. A slope is relatively easier to catch on (DC equal to slope’s DC + 10).

Special: Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. Use two times a character’s maximum load to determine how much weight he or she can lift. A character can take 10 while climbing, but can’t take 20. A character without climbing gear takes a –4 penalty on Climb checks. At the GM’s discretion, certain kinds of climbing attempts might require only a rope or some other implement, or even just one’s hands and feet, rather than a full set of climbing gear to avoid the penalty. A character with the Athletic feat gets a +2 bonus on all Climb checks.

DC Example Wall or Surface or Task

0 A slope too steep to walk up.

5 A knotted rope with a wall to brace against.

10 A rope with a wall to brace against. A knotted rope. A surface with sizable ledges to hold on to and stand on, such as a rugged cliff face.

15

Any surface with adequate handholds and footholds (natural or artificial), such as a rough natural rock surface, a tree, or a chain-link fence. An unknotted rope. Pulling yourself up when dangling by your hands.

20

An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds.

25 A rough surface with no real handholds or footholds, such as a brick wall.

25 Overhang or ceiling with handholds but no footholds.

- A perfectly smooth, flat, vertical surface can’t be climbed.

-10* Climbing inside an air duct or other location where one can brace against two opposite walls (reduces normal DC by 10).

-5* Climbing a corner where a character can brace against perpendicular walls (reduces normal DC by 5).

+5 Surface is slippery (increases normal DC by 5).

*These modifiers are cumulative; use any that apply

Time: Climbing at one-half your speed is a full-round action. Moving half that far (one-fourth the character’s speed) is a move action. Accelerated climbing, allowing the character to climb at his or her full speed, is a full-round action.

A character can move half that far (one-half his or her speed) as a move action.

JUMP (STR) ARMOR PENALTY

Check: The DC and the distance the character can cover vary according to the type of jump the character is attempting. The character’s Jump check is modified by his or her speed. The DCs specified below assume a speed of 30 feet (the speed of a typical human). If the character’s speed is less than 30 feet, he or she takes a penalty of –6 for every 10 feet of speed less than 30. If the character’s speed is greater than 30 feet, he or she gains a bonus of +4 for every 10 feet over 30. If the character has ranks in the Jump skill and succeeds on a check, the character lands on his or her feet (when appropriate) and can move as far as the character’s remaining movement allows. If the character attempts a Jump check untrained, the character lands prone unless he or she beats the DC by 5 or more. Standing from a prone position is a move action. Distance moved by jumping is counted against maximum movement in a round. A character can start a jump at the end of one turn and complete the jump at the beginning of your next turn. Long Jump: This is a horizontal jump, made across a gap such as a chasm or stream. At the midpoint of the jump, the character attains a vertical height equal to one-quarter the horizontal distance. The DC for the jump is equal to the distance jumped (in feet). The DCs for long jumps of 5 to 30 feet are given in the table below. A character cannot jump a distance greater than his or her normal speed. All Jump DCs covered here assume that the character can move at least 20 feet in a straight line before attempting the jump. If this is not the case, the DC for the jump is doubled.

Long Jump Distance

DC1 Long Jump Distance

DC1

5 feet 5 20 feet 20

10 feet 10 25 feet 25

15 feet 15 30 feet 30

1 Requires a 20-foot move. Without a 20-foot move, double the DC.

If the character fails the check by less than 5, he or she doesn’t clear the distance, but can make a Reflex save (DC 15) to grab the far edge of the gap.

The character ends his or her movement grasping the far edge. If that leaves the character dangling over a chasm or gap, getting up requires a move action and a Climb check (DC 15). High Jump: This is a vertical leap, made to jump up to grasp something overhead, such as a tree limb or ledge. The DC for the jump is the height x4 (in feet). The DCs for high jumps of 1 to 8 feet are given in the table below. All Jump DCs covered here assume that the character can move at least 20 feet in a straight line before attempting the jump. If this is not the case, the DC for the jump is doubled.

High Jump Distance DC1 High Jump Distance DC1

1 foot 4 5 feet 20

2 feet 8 6 feet 24

3 feet 12 7 feet 28

4 feet 16 8 feet 32

1 Requires a 20-foot move. Without a running start, double the DC.

If the character succeeds on the check, he or she can reach the height. The character grasps the object he or she was trying to reach. If the character wishes to pull him or herself up, the character can do so with a move action and a Climb check (DC 15). If the character fails the Jump check, he or she does not reach the height, and lands on his or her feet in the same square from which the character jumped. The difficulty of reaching a given height varies according to the size of the character or creature. Generally, the maximum height a creature can reach without jumping is given in the table below. (As a Medium-size creature, a typical human can reach 8 feet without jumping.) If the creature is long instead of tall, treat it as one size category smaller.

BALANCE (DEX; ARMOR PENALTY)

Check: The character can walk on a precarious surface. A successful check lets the character move at half his or her speed along the surface as a move action. A failure indicates that the character spends his or her move action keeping his or her balance and does not move. A failure by 5 or more indicates that the character falls. The difficulty varies with the conditions of the surface.

Narrow Surface DC* Difficult Surface DC

7-12 in. wide 10 Undeven or angled 10

2-6 in. wide 15 Slippery surface 10

Less than 2 in. wide 20

*Add +5 to the DC if the narrow surface is slippery or angled; add +10 if it is both slippery

and angled.

Being Attacked While Balancing: While balancing, the character is flat-footed (the character loses his or her Dexterity bonus to Defense, if the character has one), unless the character has 5 or more ranks in Balance. If the character takes damage, he or she must make a Balance check again to remain standing. Accelerated Movement: The character can try to cross a precarious surface more quickly than normal. The character can move his or her full speed, but the character takes a –5 penalty on his or her Balance check. (Moving twice the character’s speed in a round requires two checks, one for each move action.) The character can attempt to charge across a precarious surface. Charging requires one Balance check at a –5 penalty for each multiple of the character’s speed (or fraction thereof) that the character charges. Special: A character can take 10 when making a Balance check, but can’t take 20. A character with the Focused feat gets a +2 bonus on all Balance checks. Time: Balancing while moving one-half the character’s speed is a move action. Accelerated movement, allowing the character to balance while moving his or her full speed, is also a move action.

ESCAPE ARTIST (DEX) ARMOR PENALTY

Check: Make a check to escape from restraints or to squeeze through a tight space.

Restraint DC

Ropes Opponent's Dex check +20

Net 20

Handcuffs 30

Tight space 25

Grappler Opponent’s grapple check

For ropes, a character’s Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since it’s easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check. For a tight space, a check is only called for if the character’s head fits but his or her shoulders don’t. If the space is long, such as in an airshaft, the GM may call for multiple checks. A character can’t fit through a space that his or her head doesn’t fit through. A character can make an Escape Artist check opposed by his or her opponent’s grapple check to get out of a grapple or out of a pinned condition (so that the character is just being grappled). Doing so is an attack action, so if the character escapes the grapple he or she can move in the same round. Try again?: A character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks as long as he or she is not being actively opposed. Special: A character can take 10 on an Escape Artist check. A character can take 20 if he or she is not being actively opposed (a character can take 20 if he or she is tied up, even though it’s an opposed check, because the opponent isn’t actively opposing the character). A character with the Nimble feat gets a +2 bonus on all Escape Artist checks. Time: Making a check to escape from being bound by ropes, handcuffs, or other restraints (except a grappler) requires 1 minute. Escaping a net is a full-round action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on the distance that must be crossed.

HIDE (DEX) ARMOR PENALTY

Check: A character’s Hide check is opposed by the Spot check of anyone who might see the character. The character can move up to half his or her normal speed and hide at no penalty. At more than half and up to the character’s full speed, the character takes a –5 penalty. It’s

practically impossible (–20 penalty) to hide while attacking, running, or charging. The hide check is also modified by the character’s size:

Size Modifier Size Modifier

Fine +16 Large -4

Diminutive +12 Huge -8

Tiny +8 Gargantuan -12

Small +4 Colossal -16

Medium-size +0

If people are observing the character, even casually, he or she can’t hide. The character can run around a corner so that he or she is out of sight and then hide, but the others then know at least where the character went. Cover and concealment grant circumstance bonuses to Hide checks, as shown below. Note that a character can’t hide if he or she has less than one-half cover or concealment.

Cover or Concealment Circumstance Bonus

Three-quarters +5

Nine-tenths +10

Creating a Diversion to Hide: A character can use the Bluff skill to help him or her hide. A successful Bluff check can give the character the momentary diversion needed to attempt a Hide check while people are aware of the character. While the others turn their attention from the character, he or she can make a Hide check if the character can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot for every rank the character has in Hide.) This check, however, is at a –10 penalty because the character has to move fast. Tailing: A character can use Hide to tail a person in public. Using the skill in this manner assumes that there are other random people about, among whom the character can mingle to remain unnoticed. If the subject is worried about being followed, he or she can make a Spot check (opposed by the character’s Hide check) every time he or she changes course (goes around a street corner, exits a building, and so on). If he or she is unsuspecting, he or she generally gets only a Spot check after an hour of tailing.

Special: A character can take 10 when making a Hide check, but can’t take 20. A character with the Stealthy feat gets a +2 bonus on all Hide checks. Time: A Hide check is an attack action.

MOVE SILENTLY (DEX) ARMOR PENALTY

Check: A character’s Move Silently check is opposed by the Listen check of anyone who might hear the character. A character can move up to half his or her normal speed at no penalty. At more than half speed and up to the character’s full speed, he or she takes a –5 penalty. It’s practically impossible (–20 penalty) to move silently while attacking, running, or charging. Special: A character can take 10 when making a Move Silently check, but can’t take 20. A character with the Stealthy feat gets a +2 bonus on all Move Silently checks. Time: Move Silently is a move action.

SLEIGHT OF HAND (dex) trained only; armor

penalty

Check: A check against DC 10 lets a character palm a coin-sized, unattended object. Minor feats of sleight of hand, such as making a coin disappear, also have a DC of 10 unless an observer is concentrating on noticing what the character is doing. When a character performs this skill under close observation, the character’s skill check is opposed by the observer’s Spot check. The observer’s check doesn’t prevent the character from performing the action, just from doing it unnoticed. When a character tries to take something from another person, the character’s opponent makes a Spot check to detect the attempt. To obtain the object, the character must get a result of 20 or higher, regardless of the opponent’s check result. The opponent detects the attempt if his or her check result beats the character’s check result, whether the character takes the object or not. A character can use Sleight of Hand to conceal a small weapon or object on his or her body. Try Again?: A second Sleight of Hand attempt against the same target, or when being watched by the same observer, has a DC 10 higher than the

first check if the first check failed or if the attempt was noticed. Special: A character can take 10 when making a Sleight of Hand check, but can’t take 20. A character can make an untrained Sleight of Hand check to conceal a weapon or object, but must always take 10. A character with the Nimble feat and at least 1 rank in this skill gets a +2 bonus on all Sleight of Hand checks. Time: A Sleight of Hand check is an attack action.

TUMBLE (DEX) TRAINED ONLY; ARMOR PENALTY

Check: A character can land softly when he or she falls, tumble past opponents in combat, or tumble through opponents. Land Softly: The character can make a Tumble check (DC 15) when falling. If the check succeeds, treat the fall as if it were 10 feet shorter when determining damage. Tumble past Opponents: With a successful Tumble check (DC 15), the character can weave, dodge, and roll up to 20 feet through squares adjacent to opponents, risking no attacks of opportunity. Failure means the character moves as planned, but provokes attacks of opportunity as normal. Tumble through Opponents: With a successful Tumble check (DC 25), the character can roll, jump, or dive through squares occupied by opponents, moving over, under, or around them as if they weren’t there. Failure means the character moves as planned, but provokes attacks of opportunity as normal. Try Again?: No. Special: A character with 5 or more ranks in Tumble gains a +3 dodge bonus to Defense (instead of the normal +2) when fighting defensively, and a +6 dodge bonus (instead of the normal +4) when engaging in total defense. A character can take 10 when making a Tumble check, but can’t take 20. A character with the Acrobatic feat and at least 1 rank in this skill gets a +2 bonus on all Tumble checks. Time: A character can try to reduce damage from a fall as a reaction once per fall. A character can

attempt to tumble as a free action that must be performed as part of a move action. Int:-

CRAFT (MECHANICAL) (INT - TRAINED ONLY)

This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.

Type of Scratch-Built Mechanical Device

(Examples)

Purchase DC

Craft DC

Time

Simple (tripwire trap) 5 15 1 hr.

Moderate (engine component, light armor)

12 20 12 hr.

Complex (automobile engine, 9mm autoloader

handgun) 16 25

24 hr.

Advanced (jet engine) 20 30 60 hr.

Special: A character without a mechanical tool kit takes a –4 penalty on Craft (mechanical) checks. A character with the Builder feat gets a +2 bonus on all Craft (mechanical) checks.

DEMOLITIONS (INT) TRAINED ONLY

Check: Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set

the detonator (it must be higher than 10). The character’s DC to set the detonator is equal to the disarm DC. Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction. The GM makes the check (so that the character doesn’t know exactly how well he or she has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius. Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off. Special: A character can take 10 when using the Demolitions skill, but can’t take 20. A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks. A character without a demolitions kit takes a –4 penalty on Demolitions checks. Making an explosive requires the Craft (chemical) skill. See that skill description for details. Time: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.

DISABLE DEVICE (INT) TRAINED ONLY

Check: The GM makes the Disable Device check so that the character doesn’t necessarily know whether he or she has succeeded. Open Lock: A character can pick conventional locks, finesse combination locks, and bypass electronic locks. The character must have a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). The DC depends on the quality of the lock.

Lock Type (Example) DC

Cheap (briefcase lock) 20

Average (Home deadbolt) 24

High quality (business deadbolt) 26

High security (branch bank vault) 28

Ultra-high security (bank headquarters vault) 30

Traps and Sabotage: Disabling (or rigging or jamming) a simple mechanical device has a DC of 10. More intricate and complex devices have higher DCs. The GM rolls the check. If the check succeeds, the character disables the device. If the check fails by 4 or less, the character has failed but can try again. If the character fails by 5 or more, something goes wrong. If it’s a trap, the character springs it. If it’s some sort of sabotage, the character thinks the device is disabled, but it still works normally. A character can rig simple devices to work normally for a while and then fail some time later (usually after 1d4 rounds or minutes of use). Try again?: Yes, though the character must be aware that he or she has failed in order to try again. Special: A character can take 10 when making a Disable Device check. A character can take 20 to open a lock or to disable a security device, unless the character is trying to prevent his or her tampering from being noticed. Possessing the proper tools gives a character the best chance of succeeding on a Disable Device check. Opening a lock requires a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). Opening a locked car calls for a car opening kit. Disabling a security device requires either a mechanical tool kit or an electronic toll kit, depending on the nature of the device. If the character does not have the appropriate tools, he or she takes a –4 penalty on your check. A lock release gun can open a mechanical lock of cheap or average quality without a Disable Device check. A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Disable Device checks. Time: Disabling a simple mechanical device is a full-round action. Intricate or complex devices require 2d4 rounds.

FORGERY (INT)

Check: Forgery requires materials appropriate to the document being forged, and some time. To forge a document the character needs to have seen a similar document before. The complexity of the document, the character’s degree of familiarity with it, and whether the character needs to reproduce the signature or handwriting of a specific individual, provide modifiers to the Forgery check, as shown below.

Factor Check

Modifier Time

Document Type

Simple (typed letter, business card)

+0 10

min.

Moderate (letterhead, business form)

-2 20

min.

Complex (stock certificate, driver’s license)

-4 1 hr.

Difficult (passport) -8 4 hr.

Extreme (military/law enforcement ID)

-16 24 hr.

Familiarity

Unfamiliar (seen once for less than a minute)

-

Fairly familiar (seen for several minutes)

+0

Quite familiar (on hand, or studied at leisure)

+4

Forger has produced other documents of same type

+4

Document includes specific signature

-4

Some documents require security or authorization codes, whether authentic ones or additional forgeries. The GM makes the character’s check secretly so the character is not sure how good his or her forgery is. The Forgery skill is also used to detect someone else’s forgery. The result of the original Forgery check that created the document is opposed by a Forgery check by the person who examines the document to check its authenticity. If the examiner’s check result is equal to or higher than

the original Forgery check, the document is determined to be fraudulent. The examiner gains bonuses or penalties on his or her check as given in the table below.

Condition Examiner's Check

Modifier

Type of document unknown to examiner

-4

Type of document somewhat known to examiner

-2

Type of document well known to examiner

+0

Document is put through additional tests1

+4

Examiner only casually reviews the document1

-2

1 Cumulative with any of the first three conditions on the table. Apply this modifier along with one of the other three whenever

appropriate.

A document that contradicts procedure, orders, or previous knowledge, or one that requires the examiner to relinquish a possession or a piece of information, can increase the examiner’s suspicion (and thus create favorable circumstances for the examiner’s opposed Forgery check). Try Again?: No, since the forger isn’t sure of the quality of the original forgery. Special: To forge documents and detect forgeries, one must be able to read and write the language in question. (The skill is language-dependent.) A character can take 10 when making a Forgery check, but can’t take 20. A character with the Meticulous feat gets a +2 bonus on all Forgery checks. A character without a forgery kit takes a –4 penalty on Forgery checks. Time: Forging a short, simple document takes about 1 minute. Longer or more complex documents take 1d4 minutes per page or longer.

INVESTIGATE (INT) TRAINED ONLY

Check: A character generally uses Search to discover clues and Investigate to analyze them. If the character has access to a crime lab, the character uses the Investigate skill to collect and prepare samples for the lab. The result of the Investigate check provides bonuses or penalties to the lab workers. Analyze Clue: The character can make an Investigate check to apply forensics knowledge to a clue. This function of the Investigate skill does not give the character clues where none existed before. It simply allows the character to extract extra information from a clue he or she has found. The base DC to analyze a clue is 15. It is modified by the time that has elapsed since the clue was left, and whether or not the scene was disturbed.

Circumstances DC Modif.

Every day since event (max modifier +10)

+2

Scene is outdoors +5

Scene slightly disturbed +2

Scene moderately disturbed +4

Scene extremely disturbed +6

Collect Evidence: The character can collect and prepare evidentiary material for a lab. This use of the Investigate skill requires an evidence kit. To collect a piece of evidence, make an Investigate check (DC 15). If the character succeeds, the evidence is usable by a crime lab. If the character fails, a crime lab analysis can be done, but the lab takes a –5 penalty on any necessary check. If the character fails by 5 or more, the lab analysis simply cannot be done. On the other hand, if the character succeeds by 10 or more, the lab gains a +2 circumstance bonus on its checks to analyze the material. This function of the Investigate skill does not provide the character with evidentiary items. It simply allows the character to collect items he or she has found in a manner that best aids in their analysis later, at a crime lab. Try Again?: Generally, analyzing a clue again doesn’t add new insight unless another clue is introduced. Evidence collected cannot be recollected, unless there is more of it to take.

SpecialA character can take 10 when making an Investigate check, but cannot take 20. Collecting evidence requires an evidence kit. If the character does not have the appropriate kit, the character takes a –4 penalty on his or her check. A character with the Attentive feat and at least 1 rank in this skill gets a +2 bonus on all Investigate checks. Time: Analyzing a clue is a full-round action. Collecting evidence generally takes 1d4 minutes per object.

KNOWLEDGE (INT) TRAINED ONLY

This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below. The number of Knowledge categories is kept purposely finite. When trying to determine what Knowledge skill a particular question or field of expertise falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories. Check: A character makes a Knowledge check to see if the character knows something. The DC for answering a question within the character’s field of study is 10 for easy questions, 15 for basic questions, and 20 to 30 for tough questions. Appraising the value of an object is one sort of task that can be performed using Knowledge. The DC depends on how common or obscure the object is. On a success, the character accurately identifies the object’s purchase DC. If the character fails, he or she thinks it has a purchase DC 1d2 higher or lower (determine randomly) than its actual value. If the character fails by 5 or more, he or she thinks it has a purchase DC 1d4+2 higher or lower than its actual value. The GM may make the Knowledge roll for the character, so he or she doesn’t know whether the appraisal is accurate or not. The four Knowledge categories, and the topics each one encompasses, are as follows. Business: Business procedures, investment strategies, and corporate structures. Bureaucratic procedures and how to navigate them. Technology: Current developments in cutting-edge devices, as well as the background necessary to identify various technological devices.

The Zone: Physical Sciences: Astronomy, chemistry, mathematics, physics, and engineering. Earth and Life Sciences: Biology, botany, genetics, geology, and paleontology. Medicine and forensics. Time: A Knowledge check can be a reaction, but otherwise requires a full-round action.

REPAIR (INT) TRAINED ONLY

Check: Most Repair checks are made to fix complex electronic or mechanical devices. The DC is set by the GM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a DC of 20 or higher and can require an hour or more to complete. Making repairs also involves a monetary cost when spare parts or new components are needed, represented by a Wealth check. If the GM decides this isn’t necessary for the type of repair the character is attempting, then no Wealth check is needed.

Repair Test (Example) Purchase

DC Repair

DC Time

Simple (tool, simple weapon)

4 10 1

min.

Moderate (mechanical or electronic component)

7 15 10

min.

Complex (mechanical or electronic device)

10 20 1 hr.

Advanced (cutting-edge mechanical or electronic

device) 13 25

10 hr.

Jury-Rig: A character can choose to attempt jury-rigged, or temporary, repairs. Doing this reduces the purchase DC by 3 and the Repair check DC by 5, and allows the character to make the checks in as little as a full-round action. However, a jury-rigged repair can only fix a single problem with a check, and the temporary repair only lasts until the end of the current scene or encounter. The jury-rigged object must be fully repaired thereafter. A character can also use jury-rig to hot-wire a car or jump-start an engine or electronic device. The

DC for this is at least 15, and it can be higher depending on the presence of security devices. The jury-rig application of the Repair skill can be used untrained. Try Again?: Yes, though in some specific cases, the GM may decide that a failed Repair check has negative ramifications that prevent repeated checks. Special: A character can take 10 or take 20 on a Repair check. When making a Repair check to accomplish a jury-rig repair, a character can’t take 20. Repair requires an electrical tool kit, a mechanical tool kit, or a multipurpose tool, depending on the task. If the character do not have the appropriate tools, he or she takes a –4 penalty on the check. Craft (mechanical) or Craft (electronic) can provide a +2 synergy bonus on Repair checks made for mechanical or electronic devices (see Skill Synergy). A character with the Gearhead feat and at least 1 rank in this skill gets a +2 bonus on all Repair checks. Time: See the table for guidelines. A character can make a jury-rig repair as a full-round action, but the work only lasts until the end of the current encounter.

SEARCH (INT)

Check: The character generally must be within 10 feet of the object or surface to be examined. A character can examine up to a 5-foot-by-5-foot area or a volume of goods 5 feet on a side with a single check. A Search check can turn up individual footprints, but does not allow a character to follow tracks or tell the character which direction the creature or creatures went or came from.

DC Task

10 Ransack an area to find a certain object.

20 Notice a typical secret compartment, a simple trap, or an obscure clue.

25+ Find a complex or well-hidden secret compartment or trap; notice an extremely obscure clue.

Special: A character can take 10 or take 20 when making a Search check.

A character with the Meticulous feat gets a +2 bonus on all Search checks. Time: A Search check is a full-round action.

GAMBLE (WIS)

LISTEN (WIS)

Check: Make a Listen check against a DC that reflects how quiet the noise is that a character might hear or against an opposed Move Silently check. The GM may call for a Listen check by a character who is in a position to hear something. A character can also make a Listen check voluntarily if he or she wants to try to hear something in the character’s vicinity. The GM may make the Listen check in secret so that the character doesn’t know whether not hearing anything means that nothing is there or that the character failed the check. A successful Listen check when there isn’t anything to hear results in the character hearing nothing.

DC Sound

-20 Gunfire

-10 A melee battle

0 People talking

5 A person in medium armor walking at a slow pace, trying not to make noise

10 An unarmored person walking at a slow pace, trying not to make any noise

15 A 1st-level Fast hero sneaking up on someone1

20 A tiger stalking prey1

30 A bird flying through the air

+5 Through a door

+15 Through a solid wall

1 This is actually an opposed check; the DC given is a typical Move Silently check result for such a character or creature.

Condition Check Penalty

Per 10 feet of distance -1

Listener distracted -5

Try Again?: A character can make a Listen check every time he or she has the opportunity to hear something in a reactive manner. As a move action, the character may attempt to hear something that he or she failed (or believes he or she failed) to hear previously. Special: When several characters are listening to the same thing, the GM can make a single 1d20 roll and use it for all the listeners’ skill checks. A character can take 10 or take 20 when making a Listen check. Taking 20 means the character spends 1 minute attempting to hear something that may or may not be there to hear. A character with the Alertness feat gets a +2 bonus on all Listen checks. A sleeping character can make Listen checks, but takes a –10 penalty on the checks. Time: A Listen check is either a reaction (if called for by the GM) or a move action (if a character actively takes the time to try to hear something).

SENSE MOTIVE (WIS)

Check: A successful check allows the character to avoid being bluffed (see the Bluff skill). Sense Motive does not, however, allow a character to determine whether a given statement is a lie. The character can also use the skill to tell when someone is behaving oddly or to assess someone’s trustworthiness. In addition, a character can use this skill to make an assessment of a social situation. With a successful check (DC 20), the character can get the feeling from another’s behavior that something is wrong. Also, the character can get the feeling that someone is trustworthy and honorable. Try Again?: No, though the character may make a Sense Motive check for each bluff made on the character. Special: A character can take 10 when making a Sense Motive check, but can’t take 20. A character with the Attentive feat gets a +2 bonus on all Sense Motive checks. A character can use Sense Motive to detect that a hidden message is being transmitted via the Bluff

skill (DC equal to the bluff check result of the sender). If the character’s check result beats the DC by 5 or more, the character understands the secret message as well. If the character’s check fails by 5 or more, the character misinterprets the message in some fashion. Time: A Sense Motive check may be made as a reaction to another character’s Bluff check. (When that’s the case, the GM may roll the character’s Sense Motive check in secret, so the character doesn’t necessarily know someone’s trying to bluff him or her.) Using Sense Motive to get a sense of someone’s trustworthiness takes at least 1 minute.

SPOT (WIS)

Check: The Spot skill is used to notice items that aren’t immediately obvious and people who are attempting to hide. The GM may call for a Spot check by a character who is in a position to notice something. A character can also make a Spot check voluntarily if he or she wants to try to notice something in his or her vicinity. The GM may make the Spot check in secret so that the character doesn’t know whether not noticing anything means that nothing is there or that the character failed the check. A successful Spot check when there isn’t anything to notice results in the character noticing nothing. Spot is often used to notice a person or creature hiding from view. In such cases, the character’s Spot check is opposed by the Hide check of the character trying not to be seen. Spot is also used to detect someone in disguise (see the Disguise skill), or to notice a concealed weapon on another person. A character’s Spot check is modified by a –1 penalty for every 10 feet of distance between the character and the character or object he or she is trying to discern. The check carries a further –5 penalty if the character is in the midst of activity. Try Again?: A character can make a Spot check every time he or she has the opportunity to notice something in a reactive manner. As a full-round action, a character may attempt to notice something that he or she failed (or believe he or she failed) to notice previously.

Special: A character can take 10 or take 20 when making a Spot check. A character with the Alertness feat gets a +2 bonus on all Spot checks. Time: A Spot check is either a reaction (if called for by the GM) or a full-round action (if a character actively takes the time to try to notice something).

SURVIVAL (WIS)

Check: A character can keep his or herself and others safe and fed in the wild.

DC Task

10

Get along in the wild. Move up to half the character’s overland speed while hunting and foraging (no food or water supplies needed). The character can provide food and water for one other person for every 2 points by which

the character’s check result exceeds 10.

15

Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half the character’s overland speed, or gain

a +4 circumstance bonus if stationary. The character may grant the same bonus to one

other character for every 1 point by which the character’s check result exceeds 15.

18 Avoid getting lost and avoid natural hazards,

such as quicksand.

With the Track feat, a character can use Survival checks to track a character or animal across various terrain types. Special: A character can take 10 when making a Survival check. A character can take 20 when tracking, or if there is no danger or penalty for failure, but not on periodic checks to get along in the wild. A character with the Guide feat gets a +2 bonus on all Survival checks. Time: Basic Survival checks occur each day in the wilderness or whenever a hazard presents itself. When using Survival with the Track feat to track a character or animal, checks are made according to distance, as described in the Track feat. The postapocalyptic environment offers several new uses for the Survival skill, including avoiding mishaps in damaged buildings (see Exploring Unsafe Structures, page 17) and avoiding

postapoca-lyptic environmental dangers (see Environmental Hazards, page 39). In addition, new uses of the skill include thefollowing. Cover Tracks: When on foot or riding a mount (but not when riding a vehicle), you can disguiseevidence that you have passed through the area. Upon a successful Survival check, the DC to trackyou is increased by 5 + your Wisdom modifier. Trailblazing: When moving through under-brush, tall grasses, or heavy weeds, with a lightslashing weapon in one hand, you can move atyour normal speed without taking damage if yousucceed on a check. (You normally move at half speed though such obstructions.) You may notrun when trailblazing, but you can take a doublemove. Foliage Type Survival DC: Thorns and briars 25; Bushes and small trees 20;Dense weeds 15;Tall grass 12 Time: When covering tracks, you must makea Survival check every mile, and your overland movement rate is reduced by half. When trailblaz- ing, you must make a check every round that youattempt to move through dense vegetation. Try Again: No. Special: You cannot trailblaze and cover tracks at the same time.

TREAT INJURY (WIS)

Check: The DC and effect depend on the task attempted. Long-Term Care (DC 15): With a medical kit, the successful application of this skill allows a patient to recover hit points and ability points lost to temporary damage at an advanced rate—3 hit points per character level or 3 ability points restored per day of complete rest. A new check is made each day; on a failed check, recovery occurs at the normal rate for that day of rest and care. A character can tend up to as many patients as he or she has ranks in the skill. The patients need complete bed rest (doing nothing all day). The character needs to devote at least Ѕ hour of the day to each patient the character is caring for. Restore Hit Points (DC 15): With a medical kit, if a character has lost hit points, the character can restore some of them. A successful check, as a full-round action, restores

1d4-1d8 hit points depending on the medical kit used + the number of ranks invested in the treat injury skill. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per day. Revive Dazed, Stunned, or Unconscious Character (DC 15): With a use of the medical kit, the character can remove the dazed, stunned, or unconscious condition from a character. This check is an attack action. A successful check removes the dazed, stunned, or unconscious condition from an affected character. The character can’t revive an unconscious character who is at –1 hit points or lower without first stabilizing the character. Stabilize Dying Character (DC 15): Without a medical kit, a character can tend to a character who is dying. As an attack action, a successful Treat Injury check stabilizes another character. The stabilized character regains no hit points, but he or she stops losing them. The character must have a medical kit if he wants to stabilize a dying character automatically. Surgery (DC 20): With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a –4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen. Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period. A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion. Treat Disease (DC 15): A character can tend to a character infected with a treatable disease. Every time the diseased character makes a saving throw against disease effects (after the initial contamination), the treating character first makes a Treat Injury check to help the diseased character fend off secondary damage. This activity takes 10 minutes. If the treating character’s check

succeeds, the treating character provides a bonus on the diseased character’s saving throw equal to his or her ranks in this skill. Treat Poison (DC 15): A character can tend to a poisoned character. When a poisoned character makes a saving throw against a poison’s secondary effect, the treating character first makes a Treat Injury check as an attack action. If the treating character’s check succeeds, the character provides a bonus on the poisoned character’s saving throw equal to his or her ranks in this skill. Try Again?: Yes, for restoring hit points, reviving dazed, stunned, or unconscious characters, stabilizing dying characters, and surgery. No, for all other uses of the skill. Special: The Surgery feat gives a character the extra training he or she needs to use Treat Injury to help a wounded character by means of an operation. A character can take 10 when making a Treat Injury check. A character can take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconscious characters. Long-term care, restoring hit points, treating disease, treating poison, or stabilizing a dying character requires a medical kit. Reviving a dazed, stunned, or unconscious character requires either a first aid kit or a medical kit. Surgery requires a surgery kit. If the character does not have the appropriate kit, he or she takes a –4 penalty on the check. A character can use the Treat Injury skill on his or herself only to restore hit points, treat disease, or treat poison. The character takes a –5 penalty on your check any time he or she treats his or herself. A character with the Medical Expert feat gets a +2 bonus on all Treat Injury checks. Time: Treat Injury checks take different amounts of time based on the task at hand, as described above.

DIPLOMACY (CHA)

Check: A character can change others’ attitudes with a successful check (see the table below. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or

diplomats plead opposing cases before a third party. Diplomacy can be used to influence a GM character’s attitude. The GM chooses the character’s initial attitude based on circumstances. Most of the time, the people the heroes meet are indifferent toward them, but a specific situation may call for a different initial attitude. The DCs given in the accompanying table show what it takes to change someone’s attitude with the use of the Diplomacy skill. The character doesn’t declare a specific outcome he or she is trying for; instead, make the check and compare the result to the table on the next page. Try Again?: Generally, trying again doesn’t work. Even if the initial check succeeds, the other character can only be persuaded so far. If the initial check fails, the other character has probably become more firmly committed to his or her position, and trying again is futile. SpecialA character can take 10 when making a Diplomacy check, but can’t take 20. A character with the Trustworthy feat gets a +2 bonus on all Diplomacy checks. Time: Diplomacy is at least a full-round action. The GM may determine that some negotiations require a longer period of time.

Attitude Means Possible Actions

Hostile Will take risks to hurt or avoid you

Attack, interfere, berate, flee

Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult

Indifferent Doesn’t much care

Act as socially expected

Friendly Wishes you well

Chat, advise, offer limited help, advocate

Helpful Will take risks to help you

Protect, back up, heal, aid

Initial Attitude

New Attitude

Hostile Unf. Indif. Friendly Helpful

Hostile 19 or less

20 25 35 45

Unfriendly 4 or less

5 15 25 35

Indifferent - 0 or less

1 15 25

Friendly - - 0 or less

1 15

Bribery and Diplomacy: Offering money or another form of favor can, in the right situation, improve a character’s chances with a Diplomacy skill check. Bribery allows a character to circumvent various official obstacles when a person in a position of trust or authority is willing to accept such an offering. An illegal act, bribery requires two willing participants—one to offer a bribe and the other to accept it. When a character requires a bribe to render services, then a hero’s Diplomacy check automatically fails if a bribe isn’t attached to it. If a bribe isn’t requires, a hero can add a bribe to get a bonus on his or her skill check. This can backfire, as some characters will be insulted by a bribe offer (their attitude changes one step for the worse) and others will report the hero to the proper authorities. To bribe a character, make a Wealth check. Typical DCs are shown on below, but the GM may modify the DC as he or she sees fit. If the hero succeeds in the check, he or she gains a +2 bonus on the Diplomacy check. For every point by which the hero beats the DC, increase the bonus by +1 (to a total maximum bonus of +10). Bribe Target Purchase DC Bouncer 6 Bureaucrat 10 Informant 7 Police Officer 10